Saturday February 14th, 2004, San Diego, CA
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WHO
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PCs: (Master Summary)
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Name
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XP
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DEX
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SPD
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SPD Chart
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$ Ayden Hrdaled
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1
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15
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5
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12
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3
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5
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8
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10
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was pretty quiet and uninvolved. Got talked over the few times he tried to interact.
"Quiet Characters" can be hard to play, but if they arent going to talk
much then they need to be active or have some other means of injecting themselves
into the game.
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$ Fyrclian Bergansen
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3
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17
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3
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12
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4
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8
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started off strong, got washed out by louder characters. Traveled to Lower Fallenheim
and back, then hung out in the Guesthall. Was talkative early, but as some of the
more overt/boisterous characters started to arrive like Thrymri, Saemund, and Rogate
she got lost in the sauce so to speak.
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@ Hrani "Refskegg" Thrarinnsson
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3
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17
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4
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12
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3
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|
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6
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|
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9
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started off fabulous, got real quiet when Thrymri arrived. Was oddly quick to backdown
from confrontation considering a) he's a Raevoring and b) he's a major badass. I
think the Player is unsure/lacks confidences in his abilities. Had a lot of amusing
interaction with and around Kjar, playing up his superstitious Disadvantage.
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/ Kjar Kvaransen
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3
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11
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3
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12
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4
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8
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started off slow (which is in character), got involved as more of the Nine arrived,
but quieted down when the loud PCs showed up. Started up playing off the "walking
stick" sctick, where he keep loosing (by various means) his walking stick and
insisting someone get him a new one, to good effect. Later made a display of power
[Living Monolith] when quetioned/called out by Fyrclian. Other PC's seem to have
a healthy fear of him. Took Hrani's long spear and burned off the "business
end" to make a new walking stick.
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The superstitious Hrani spent the encounter bemoaning the bad luck of angering a
Zauberer, and discouraged the other PC's from interacting with Kjar (Hrani, when
one of the other PC's was going to shake the dozing Kjar awake --"Do you want
to become a toad? THEN DONT TOUCH HIM! It's very bad luck to wake a Zauberer!")
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- Rogate Turvoldsen
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3
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17
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4
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12
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3
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|
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6
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9
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great session; most improved PC from prelude. Got semi-Political with the PCs, started
currying favor. In good w/ Ulthferen, trying to recruit the Raevoring and Wundvolding.
Also started to feel out the Zauberer too.The Oberlaird tried to suck him in to
a plot (making it clear that if Kjar didnt make it back to the Vold, that the Oberlaird
wouldn't hold it against him, wink wink nudge nudge), but Rogate told Reserei (his
Laird) and let him handle it. Of course this played into Kaenha's hands in the end
anyway....but it was good roleplaying.
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/ Saemund Magnussun
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3
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11
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3
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12
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4
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8
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arrived in Fallenheim later, towards the very end of the session, due to the distance
he was travelling. When he arrived a Pargori Huscarl named Thramor took offense
to the young man wearing a veritable fortune and struting around. One thing lead
to another and Saemund manhandled the smaller Huscarl. The loss of face led the
Huscarl to loose his temper and attack Saemund w/ his sword, scoring a decent blow
with his attack. Without drawing his own weapon Saemund blacked a hit, got a small
scratch from another, then took the sword away from the opponent. Thramor tried
to take it back but was unable to pry it from Saemund's blacksmith-grip. Drawing
his dagger Thramor pressed his attack, so Saemund reversed his grip on the blade
and spiked Thramor to the ground killing him outright (doing 22 BODY on 4d6). Without
batting an eyelid he demanded to be shown to the Oberlaird so that he might pay
his weregild. He got into a pissing contest with Kaenha, so the Oberlaird named
the princely sum of 10 gold, which the wealthy Saemund placidly payed. The Oberlaird
also ordered Saemund to not come before him again.
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Though Saemund was only "in play" for about an hour of the session, his
play was flawless and the character was instantly established. Would have given
4th point save that the character was not in play as long as the others; 3 for ~1
hr is a pretty good return.
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# Sonnenwende Mondfeuer
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3
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15
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3
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12
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4
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8
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played well in the beginning, got drunk and spent the rest of the time mostly asleep
(has a deep sleeper Dis). He piped up at key moments and has potential, but it hasnt
been fully realized yet.
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# Spatzenjager
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3
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11
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4
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12
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3
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6
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9
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Spatzenwere
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20
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4
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12
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3
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6
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9
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Spatzenwolf
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17
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4
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12
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3
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6
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9
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played pretty well for a "quiet" type character. Didn't talk much, but
was very active. Delivered a message to Reserei from Wolkengreifer, and was awarded
a few gold for the service.
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@ Vmundr "Thrymri" Finnvarsson
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3
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12
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2
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12
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6
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did good background work, wringing the Druid Lano for info, and arrived his usual
boisterous self but got oddly overbearing for a Skald after Saemund slew a member
of the Laird's Huscarl. Would have gotten a 4th XP point, except for a span where
he got very overbearing and interferred with other players playing their own characters.
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NPCs:
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The nine Elder Druids that found the PCs
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- / Targon Aelfingfriend (1/2 Aelfing Faendradi) ~180 yrs old, old and long
winded. Found Ayden.
- @ Gurthror Dunor (done-OR; "the Brown") (Jagrling, specializes
in Animal Handling) early 40's, young, chipper, and a bit of a drunkard. Found Fyrclian.
- - Gunthausen Klugfreund (Jagrling, wears soft black leathers and furs), late
40's, quiet and factual, not very emotional or responsive. Found Hrani.
- # Javik Massenkind (moss-en-KEND) (Raevoring) Big, very physical Druid, specializes
in weather magic, is also a Thegn (from before becoming a Druid), wears furs and
a lot of loot from his raider days. Very strong presence. Found Kjar.
- / Finnan Farendeross (Wundvolding) big, solid Druid. Curt, short, efficient,
and doesnt go in for all the Druidic smoke and mirrors. Tells it straight. Found
Rogate.
- # Lanomarheir ("Lano"; Ulthferen) rough, lycanthropic, extremely
to the point. Found Saemond & Thrymri.
- / Eandorol (Pargori) mid-50's, thin, balding & has a scraggly grey beard,
friendly people person. Found Sonnenwende.
- - Dugenhoff (DEW-gen-HOFF); (Hengsting) tall, whip-thin, aesthetic looking
Druid, middle aged, doesnt like the Ulthferen and is a major player in the policing
of Ulthferen with lycanthropy. Found Spatzenjager.
- Runnor (RUE-NOR) (Herodi) muscular and athletic, mid 30's, vibrant and energetic
man. Was trying to find Thrymri in the Jagrling lands but of course Thrymri wasn't
there.
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All Nine Elders dropped off their charges into the care of Tenneric and retired
to the large Druid Circle outside of Fallenheim to prepare for the coming Summer
Solstice. Dugenhoff was perhaps the most amusing ("Just keep him [Spatz, the
werewolf] on a short leash until its time")
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Lesser Druid Tenneric, played by Jon, was a really amusing character, coming of
like a hapless functionary.
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* Kaenha Kennering (Clan Laird of Pargori and Oberlaird)
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Was in high form, wheeling, dealing, and suckering the Herodi into a clever trap.
Got pretty angry w/ Saemund after he fought and killed one of the Pargori Huscarl
and though justified, called the Huscarl "dung". Kaenha took offense at
the insult to his Clan's Huscarl and fined Saemund a staggering 10 gold weregild,
which was perhaps a "tad" high (as in double) the expected amount, and
told him flat out the next Huscarl would cost him 50, then 100, then 500, and so
on until Saemund either runs out of money or stops killing people.
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Kaenha showed many of his facets in this session, the conniver, the vindictive politician,
the powerful ruler of the Vold, the friendly quid-pro-quo ally in high places, and
ultimately a dangerous man to deal with.
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* Reserei (Clan Laird of Herodi)
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Came across as a good man, but playing the political game vs a more capable opponent
(Kaenha) on that opponents favored ground (Politics) and not making much headway.
A complex man, he is building a cult of personality around himself. Has tendency
towards the ostentatious and visible symbols of power and wealth. Kaenha is far
more subtle, and this is where he trumps Reserei repeatedly.
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- Athenra, Clan Skald of Pargori
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Couple of Cameos, played the diligent & knowledgeble major domo type secretary
to Kaenha.
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@ Tennric, Druid representative to the Oberlaird. Kind of an incompetant,
doesnt like arcane spell casters
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Had a lot of "face time" as each of the Nine were turned over to his (unwilling)
care until the Elder Druids called for them. Very amusing, and unctuous. Came off
like a hapless functionary kind of trapped by his job.
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* Carus Feredsol (FAIR-odd-SALL;
"Iron Arrow") (Jagrling) Grand Druid, mid 60's, emits a strong presense,
and to those with magic detection, he is surrounded by swirling energies at all
times. Wears a simple darkbrown woolen robe with a mantle of thick dark green cloth
and a heavy golden amulet that marks his station. Speaks in a measured deep tone.
VERY MYSTERIOUS.
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Didnt come up this session -- bump to the next session
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Possibly some Brawlers: Angmar, Gruber, Warun
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Didnt come up this session -- bump to the next session
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* = played by GM
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- = played by Ron Darbee
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/ = played by Jason Roche
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@ = played by Jonathan Bristow
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# = played by Jake Ellena
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$ = played by Kristin Molle
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WHAT
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The nine members of prophesy arrive in Fallenheim at different times and are gathered
informally in a longhall provided by the Clan Laird as a courtesy.
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Ultimately get them to join up, and have some fun roleplaying. Try to introduce
some action but only if it wont detract from the story.
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This all worked out well. Just a very little bit of action w/ Saemund spiking the
Huscarl. I got the impression that the players thought their characters were basically
the equivalent of "1st Level D&D Characters" as they were all very
loathe to get involved in any confrontations. I wanted them to see that they are
actually quite competant and dangerous in their own rights. Also wanted to reenforce
the concept of Thegns and weregild. So the Saemund encounter did all of that nicely.
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Maybe work in a kid that wants three of the PC Thegns to be his Kampfernamer. Aleth
Farthenssen.
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BUMP to next week
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Run the PCs around in circles in the town while everyone waits for the Grand Druid.
Give them the chance to interact with the Machtig people.
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This worked out to some extent, do more with it next week. There wasnt much interaction
with NPC townsfolk, but there were so many PC's to introduce and notable NPC's such
as Tenneric and the Elder Druids that it would have been too much, so I back it
down a bit.
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Have Fyrclian see three horses being traded by an outsider (come up with some outlandish
description) named Thoneth-Gar; have all three be in poor shape, and have him apply
a little whip action. See what she does...
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BUMP to next week
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WHEN
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Good question. Need Months, years and weeks for the Machtig. DOLT!
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Threw it out for discussion and this is what we came up with collectively: The Machtig
dont recognize "days" by name, only concerning themselves with the end
of a 6 day week, which is called "SHLIEBLICH" -- this refers both to the
week itself and the to a lesser extent can be used to refer to the day, depending
on context. Two Shlieblichs, 12 days, is called a Zweiblich. The Machtig also dont
have the concept of a month perse , though two Zweiblich is often used as a measurment.
The Machtig go by seasons, seperated by the spring and winter solstices and midsummer.
The planet has 15 lunar cycles per revolution with a 360 day year, and approximately
90 day seasons.
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Did mention that it was before Midsummer's festival, so go with that. Its the middle
of summer and the Midsummer's festival is soon.
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Tied in the Prophetic direction to the Midsummer auspices. Worked out nicely, and
I'd like to say I thought of it ahead of time, but it was actually just a lucky
happenstance.
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WHERE
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Fallenheim, Vold, in a longhall near the Laird's Hall (need
at least a sketch map)
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- The Two Net Hook tavern is nearby (basic longhall, but coin is charged)
- Opportunity for a bar fight. Throw together a couple of average Clansmen
- Thrymri might want to visit Clan Skalding Hall here
(need details)
- Thrymri did not even inquire about it. Will see if he does next week
- There is a sizable smithy in town near the Shidaalweg gate that Saemund can visit.
Run by Wereg Radgarssen; has heard of Farbjorn.
- Saemund arrived late in the session due to the distance he was traveling from.
Defer to next week.
- The caravansary might have a few Undari. Be prepared to descibe them.
- Also, there should be a group of Var, (of a different Varhold than Raxatar?)
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WHY
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Important flavor setting episode. Want to get the group to start to gel into small
alliances w/ one another.
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This worked out nicely. Excellent first session. Little cliques are already starting
to form.
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HOW
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Try to get the PCs to talk to one another, and just make it known that a major festival
is going to happen iminantly. Try to get them to go out but kind of segregate along
Clan alliances.
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This is working out well. Will see how it plays out next session.
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DISADVANTAGES
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Play up on key Disadvantages:
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Everyone did a pretty good job with their Disadvantages except Ayden, especially
Hrani, Rogate, and Saemund.
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NAME
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DISADVANTAGES
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Ayden Hrdaled
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Normal Characteristic
Maxima No Age Restriction
DF: Aeldenari (Concealable; Extreme Reaction; Detectable Only By Unusual Senses)
DF: Elven-blooded (Concealable; Noticed and
Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
Phys. Lim.: Disoriented in Non-Forrested Areas; Easily Lost (Infrequently, Slightly
Impairing)
Money: Destitute
Psych. Lim.: Destiny Child Syndrome (Uncommon, Strong)
Psych. Lim.: Ethnocentricity (Common, Moderate)
Psych. Lim.: Naive and Sheltered (Common, Strong)
Psych. Lim.: Promiscuous (Uncommon, Strong) Rivalry: Professional (w
Archers; Rival is More Powerful; Seek to Outdo; Rival Unaware of Rivalry)
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Fyrclian Bergansen
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DF: Human (Concealable;
Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In
Some Cultures)
DF: White Streak in Hair (Easily Concealed; Noticed and Recognizable; Detectable
By Commonly-Used Senses)
Enraged: Horses mistreated (Uncommon), go 14-,
recover 8-
Enraged: When in Claustrophobic Environments (Uncommon), go 8-, recover 14-
Hunted: Osfrid 8- (Less Pow, NCI, Limited Geographical Area, Harshly Punish)
Money: Poor
Normal Characteristic Maxima
Psych. Lim.: Claustrophobia (Uncommon, Strong)
Psych. Lim.: Daredevil (Uncommon, Moderate)
Psych. Lim.: Equestrian Mentality (Uncommon, Moderate) Reputation: Killer
of Thralls, 14- (Known Only To A Small Group)
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Hrani "Refskegg" Thrarinnsson
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Distinctive
Features: Red Hair and Green Eyes (Clan Raevoring from the North Coast) (Concealable;
Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In
Some Cultures)
Distinctive Features: Tattoos: Symbols of the sea on the backs of his hands. (Concealable;
Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In
Some Cultures)
Enraged: At the beginning of battle (Common), go 14-, recover 11-
Human
1) Distinctive Features: (Concealable with Magic;
Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In
Some Cultures)
Normal Characteristic Maxima
Psychological Limitation: Drunkard (Common,
Strong)
Psychological Limitation: Garrish Loot-wearing Raider (Common, Moderate)
Psychological Limitation: Superstitious (Common, Strong)
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Kjar Kvaransen
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DF: Aura of Random Elemental Sensory Affects (smell of ozone, smoking hair, rocky
skin, moist air, sound of creek, crackle of fire, etc) (Not Concealable; Noticed
and Recognizable; Detectable By Commonly-Used Senses)
DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses;
Not Distinctive In Some Cultures)
Normal Characteristic Maxima
Psych. Lim.: Easily Distracted By New Magic (Uncommon, Strong)
Psych. Lim.: Homebody -- Wants To Be In His Tower, And Not Go Anywhere (Common,
Moderate)
Unluck: 3d6
Soc. Lim.: Zauberer Stigma (Machtig) (Frequently, Minor, Not Limiting In Some Cultures)
Susceptibility: Entropic/Chaos Energy, 1d6 damage Instant (Uncommon)
Susceptibility: Negative/Unholy Energy, 1d6 damage Instant (Uncommon)
Susceptibility: Positive/Holy Energy, 1d6 damage Instant (Uncommon) Susceptibility:
Static/Law Energy, 1d6 damage Instant (Uncommon)
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Rogate Turvoldsen
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Normal Characteristic
Maxima
Distinctive Features: Human (Concealable; Noticed and Recognizable; Detectable By
Commonly-Used Senses; Not Distinctive In Some Cultures)
Distinctive Features: White Streak in Hair (Easily Concealed; Noticed and Recognizable;
Detectable By Commonly-Used Senses)
Psychological Limitation: Dedicated to Advancement
of Herodi Clan (Common, Strong)
Psychological Limitation: Impulsive (Common, Moderate)
Psychological Limitation: Overconfidence (Very Common, Moderate)
Psychological Limitation: Protective of Friends (Common, Strong)
Rivalry: Professional (with other Warriors), Rival is More Powerful, Seek to Outdo,
Embarrass, or Humiliate Rival, Rival Unaware of Rivalry, Rival is a Group
Social Limitation: Savage (Feared And Descriminated Against In Cities) (Frequently,
Minor, Not Limiting In Some Cultures)
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Saemund Magnussun
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DF: Human (Concealable;
Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In
Some Cultures)
Enraged: If Quality Of Work Or Honor Questioned
(Uncommon), go 11-, recover 8-
Normal Characteristic Maxima
Psych. Lim.: Aggressive Combatant -- Takes on Toughest Possible Opponent In Battle
(Common, Strong)
Psych. Lim.: Honest Quality Appraiser -- Announces Quality Of Weapons Fairly, For
Better Or For Worse (Uncommon, Total)
Psych. Lim.: Honorable Craftsman (Common, Total)
Notes: Always fulfill contract to spirit and letter, keeps word, will not
sell shoddy goods, guarantees work.
Reputation: Miser, 8- (Extreme; Known Only To A Small Group)
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Sonnenwende Mondfeuer
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Normal Characteristic
Maxima
Distinctive Features: Human (Concealable; Noticed and Recognizable; Detectable By
Commonly-Used Senses; Not Distinctive In Some Cultures)
Money: Poor
Psych. Lim.: Practical to the extreme (Common, Moderate)
Psych. Lim.: Restless and Kinetic (Uncommon, Moderate)
Psych. Lim.: Superstitious (Common, Moderate)
Psych. Lim.: Trusting and Naive Farmboy (Common, Strong)
Psych. Lim.: Pyrophobia (Uncommon, Strong)
Phys. Lim.: Heavy Sleeper (Frequently, Slightly Impairing)
Notes: -6 to perceive intruders and wake up, takes about an hour to wake
up fully
Rivalry: Professional (Other Warriors; Rival is More Powerful; Seek
to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry; Group)
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Spatzenjager
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Normal Characteristic
Maxima
Accidental Change to Were Form: Full Moon Always (Uncommon)
DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses;
Not Distinctive In Some Cultures)
DF: Supernatural Creature (Not Concealable; Always Noticed and Causes Major Reaction;
Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
Money: Poor
Physical Limitation: Poor Eyesight, suffers
-2 to all Sight PER Rolls (Frequently, Slightly Impairing)
Psych. Lim.: Distracted By Urges To Hunt Small Game (Uncommon, Moderate)
Psych. Lim.: Uncomfortable in cities (Uncommon, Strong)
Vulnerability: 2 x BODY Silver (Uncommon) Vulnerability: 2 x STUN Silver
(Uncommon)
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Spatzenwere
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Accidental
Change: New Moon Always (Uncommon)
Enraged: Berserk In Combat (Common), go 8-, recover 14-, Berserk
Physical Limitation: Poor Eyesight, suffers -2 to all Sight PER Rolls Frequently,
Greatly Impairing
Vulnerability: 2 x STUN Silver (Uncommon) Vulnerability: 2 x BODY Silver
(Uncommon)
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Spatzenwolf
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Accidental
Change: New Moon Always (Uncommon)
Physical Limitation: Poor Eyesight, suffers -2 to all Sight PER Rolls Frequently,
Greatly Impairing
Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing
Physical Limitation: Human Size
Psych. Lim.: Distracted By Urges To Hunt Small Game (Uncommon, Moderate)
Vulnerability: 2 x STUN Silver (Uncommon) Vulnerability: 2 x BODY Silver
(Uncommon)
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Vmundr "Thrymri" Finnvarsson
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Distinctive Features: Skald (Easily Concealed; Noticed and Recognizable; Detectable
By Commonly-Used Senses; Not Distinctive In Some Cultures)
Normal Characteristic Maxima
Enraged: His notes are destroyed or significantly tampered with. (Uncommon), go
14-, recover 11-
Psych. Lim.: Will not carry visible weapons inside the Vold. As a point of pride,
he does not carry weapons inside the Vold. To do so would show great distrust. (Common,
Strong)
Psychological Limitation: Hard Drinker (Uncommon,
Moderate)
Psychological Limitation: Needs to chronicle events. Keeps a diary nightly, takes
down notes frequently. (Common, Strong)
Psychological Limitation: The Performer's Itch (Common, Moderate)
Psychological Limitation: Womanizer (Uncommon, Moderate)
Social Limitation: Not allowed to make a living through craftsmanship or agrarianism
(Occasionally, Major, Not Limiting In Some Cultures)
Human
1) Distinctive Features: (Concealable with magic),
Noticed and Recognizable, Detectable By Commonly-Used Senses, Not Distinctive In
Some Cultures
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POST GAME ANALYSIS
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All around an excellent session, particularly for a first session. A lot of groundwork
was laid, they group got to see some movement in the halls of power as Kaenha and
Reserei struggled politically, got a feel somewhat for Machtig life at the higher
echelons. Ill show them the way the common folk live on their journey out of the
Vold, so in the end they'll have seen the whole picture. I wan't the players to
have "buy in" to who their people are and where they fit into the culture,
as it will make their later deeds more meaningful.
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Everyone did a pretty good job of defining their characters well, and finding a
niche for themselves. Should make for an excellent ensemble of characters as the
game moves on. Very satisfied with the current state of affairs in general.
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Im curious as to how the group will break down along Clan lines and personal preferences.
As the campaign goes on, I want their to be the back drop of the political and social
conflict that is currently taking shape in their homeland, and then when they come
back from their adventures to see a) how events have taken shape in their absence,
and b) how they see the Vold with the benefit of their braodened experiences. Should
be an interesting character growth for the Players and Characters that are still
around when the campaign comes to a close.
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