Saturday March 6th, 2004, San Diego, CA
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WHO
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PCs: (Master
Summary)
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Not even going to bother breaking it down by player this week. Here's the quick
summary: Spatzenjager took the initiative to scout ahead, and made a point of being
ready to defend the Hoher Skalding Thrymri at a couple of points. Fyrclian had an
argument with Spatz, asking him to stop scaring the horses with his "Im a Wolf!"
trick, which Rogate mediated. Ayden talked briefly to an NPC but was hushed up by
the rest of the group. Ayden tried hitting on a barmaid. Fyrclian tried to do a
flip off of a door mantle to justify eventually getting Acrobatics. Saemund changed
his armor at one point while Refskegg and Sonny went fishing. Kjar fell asleep in
front of a couple of fires. Sonnenwende sipped his beer rather than pound it and
tried to rub Ayden's mildly pointed ears for good luck several times. Rogate drank
a beer or two, walked up a flight of stairs, looked around, and walked back down.
Refskegg drew a lot of attention to the party and then, confused by his own wit,
sat down and didn't say another word all night. Thrymri tried to talk to the Undari
via their translator, but forgot to use even a single one of his spells or many
many skills directly pertinent to social interaction.
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I don't think I'm missing anything of note, more's the pity.

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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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0
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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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$ Fyrclian Bergansen
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0
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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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@ Hrani "Refskegg" Thrarinnsson
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0
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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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/ Kjar Kvaransen
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0
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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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- Rogate Turvoldsen
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0
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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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/ Saemund Magnussun
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0
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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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# Sonnenwende Mondfeuer
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0
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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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# Spatzenjager
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0
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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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@ Vmundr "Thrymri" Finnvarsson
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1
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12
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2
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12
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6
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NPCs:
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On the Road
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* Threva Vordinson: Potential friendly Pargori merchant on his way to Fallenheim.
From Feyhaus, an Aeldenari with the gift of Knowing and a Carpenter, he is taking
a load of small wooden knick-knacks to be sold at the market in Fallenheim. He is
in his late 40's. Will speak of the ill rumors he's been hearing of Rollenhurst
absorbing Feihaus.
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Ah, the good-old "NPC's arent important, only we PCs is!" blow off. Though
I didnt know it then, this would be but one of many refusals to engage an NPC in
anyform of meaningful dialogue for the session.
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Threva mentioned a few passing details in his opening. Ayden started talking to
him but was shut up by the other player's PCs, who then basically brushed the guy
off and pressed on.
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The Weary Druid Inn
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Summary: The PCs talked to the Stablehand and the Proprietor only long enough to
arrange lodging and stabling, and then ignored them. Ayden lamely tried to seduce
the barmaid, but out of character, as a direct statement "Ayden tries to hit
on the barmaid". These NPCs might as well not of been there; the same purpose
could have been served with a sign that read "stable your own mounts"
and a coin-op slot for the rooms for all the interest the players gave to them.
There were a lot of clues that either or both Deargan and Polath could have given
the group from their own observations -- but, no, they couldnt possibly have anything
interesting to say apparantly and were relegated to the same status as inanimate
objects.
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? Polath Unverson: Proprietor of the Weary Druid. Fifth owner of the establishment,
he bought out his partner three years ago. Lean man, Pargori, 5'11", has the
look of a Jagrling from his mother's side. Congenial but not overly chumy. Leather
Apron over a blue and green tartan and homespun trousers.
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? Yolla Unverson: Wife of Polath and head cook. Pleasantly plump, Pargori, greying
blonde hair and merry blue eyes. Practical dress with a kitchen apron.
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? Deargan Smilssen: Stablehand, mid 20's, 6'4" Pargori, looks like a Huarthmunn
from his mother's side. Blonde, unkempt hair, plain dress. Lives over the stables.
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? Mara Orunsdotter: Maid, serving wench, and assistant cook, mid 20's, 6'1"
Pargori, moderately cute. Lives over stables w/ Deargan (but they are not a couple
-- seperate beds).
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The Dishonorable Opposition
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Summary: Refskegg recognized Kurtzen w/ a "3" on a PER Check when he walked
in the door, so he stomped over and was like "Hey, your one of those exiled
guys!", to which Kurtzen of course replies, "You must be mistaken",
and Thrymri responds "Oh, yeah, sure you are; come on, you can trust me!".
I'm paraphrasing but that was the general gist of it. Getting nowhere with that
line of approach Refskegg sits down befuddled and goes "off" for the rest
of the session while his player opts to use his other character instead (Thrymri),
but for some reason doesnt employ his several appropriate spells, like Friends for
example, or his half a dozen plus 15 or less Interaction skill rolls, or his augmented
65 PRE even. Everyone else sits around for three hours real time watching Jon flounder
despite several recommendations that they jump in and help him out, take over, or
do anything at all.
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Then, after the RPing opportunity went for naught, as I moved the session forward
into the night, despite several signs that they were in potential danger and the
Undari group were not what they seemed, the entire group sublimely took off their
armor and went to bed, with 2 Undari Cultists in the Commons area with them, and
the rest in rooms adjacent. Who needs guards? All the players also looked less-than-enthused
about the obviously-about-to-ensue combat, and one player indicated he didnt even
have his character sheets with him -- going on 5 hours into the game.
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After some consideration, including a harried in-chambers consultation with my oldest
player (7 years gaming together so far) and with rising irritation/ frustration/
dissapointment/ anger / you name it, I cut the session short and sent the group
packing.
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I've seldom been so hugely let down by a game session in two decades of doing this.
Every campaign I've started with this group has ground to an early and ignomious
end. Prior to this, every campaign Ive run regardless of system lasted for at least
a year or more unless the storyline played out to its conclusion faster. By comparison
this is the third abortive campaign in a year. I think it's time to face facts --
the playstyles are not lining up here and this group in its current incarnation
is not viable.
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* Shemrenebi Karptah:
Servant of the Cult of Tzoruul; Landrothi, Knife Duelist. Masquerading as head of
a small caravan traveling to Fallenheim. Has a magical crystal that allows him to
commune with the High Priest w/ Concentration and time -- its a ruby that has been
turned black somehow. It raditates Chaos sign if looked for, but only when it's
visible.
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* Asetmoseb Hatketkis:
aka Ketkis: Servant of the Cult of Tzoruul; from Kasaad originally; dirty infighter
& thief. Masquerading as the brother of Karptah. Has a magical crystal that
allows him to commune with the High Priest w/ Concentration and time -- its a ruby
that has been turned black somehow. It raditates Chaos sign if looked for, but only
when it's visible.
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* Kurtzen Kardenssen:
Exiled Raevoring, translator. Was a Raevoring of some ability, followed Torgath
Torethssen into exile after Torgath slew Gunnar's brother by striking him in the
back in a drunken brawl a decade ago. Serving as translator for Tzoruul cultists
sent into the Vold. Not initiated into the Tzoruul worship and largely unaware of
that whole angle.
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* 4
Landrothi Cavalry: Masquerading as Caravan guards for Karptah & Ketkis.
Names: Tabhosattep Nebtra, Neferhenmhat Imeru, Idnemkhefkhem Selher, and Enpakhmoskhem
Sataat
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* 2
Cultists: Masquerading as clerks\servants for Karptah & Ketkis. Names:
Besfertenhet Pakaat, Ibkenaktor Enten
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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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Backdrop
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On the road to Feihaus. The road travels mostly along or near the shore of Lake
Pargo through the Shutzwald forest. Very idyllic but infrequently traveld road (most
travel moves on the Lake).
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On the Road
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Might have a brief encounter with Threva Vordinson, otherwise they dont encounter
any other travelers.
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The Weary Druid Inn
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Total scratch/botch/bust from the word go.
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The first night out of Fallenheim, a big summer storm blows in off the lake. They
draw near a walled inn off the trail called the Weary Druid.
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Ultimately once the PCs (or at least most of them) are asleep, the Undari will attack.
Their goal is to kill; they have been sent into the Vold to disrupt the Prophesy.
Both Karptah and Ketkis know what the PC's look like, having been shown a vision
by their High Priest before departing.
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Stay at The Weary Druid Inn
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If the group decides to stay at the inn, they discover that a modest 9 man "caravan"
has already put in for the night and the stables are full, though a temporary shelter
can be managed for Bjolloc for 3 extra silver. All the rooms save one are full (it's
a small inn), but there's enough space in the Common Room to fit the party. The
empty room can be let for 3 sp, and its 2 cp to stay in the Commons. Food is 3 cp
per meal, and its 2 cp per cup of decent ale, more for better. There are no accomodations
for a bath (most folks just bathe in the lake if they are of a mind to).
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The merchants staying there are Undari, ostensibly from Kasaad, though if anyone
in the party spoke Undari well enough they could tell that they are actually from
Landroth by their accents. The head merchant, Shemrenebi Karptah (the Undari use
a "last name, first name" schema), and his "brother" Ketkis
will be downstairs lightly drinking and chitchatting when the PC's arrive, with
the four soldiers also there but at a different table. This leaves one table with
4 chairs and 7 high seats at the bar for the PC's
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Karptah will seek to strike up a communication with the PC's if it seems wise, otherwise
the Undari will politely ignore the PC's. They will wait until the PCs are settled
in before attacking.
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Avoid The Weary Druid Inn
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If the PC's look like they are going to avoid the inn and camp in the wilderness,
the storms get heavier, washouts start to occur, etc. If they insist on staying
out in the cold & wet, then the Undari caravan is not at the Inn but is on the
road and encounters the PC's while looking for a place to weather the storm, or
the PC's stumble upon their camp. Whichever works out. The Inn is a better location
as it's more interesting, but either way.
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Questioning
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If the PC's manage to capture any of the opposition, here's what they can find out
from them, potentially:
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Cultists: They know little save that:
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- There is a Cult of Tzoruul in Zerlaaga
- Lead by a mysterious & highly placed man called simply "The Most High"
- They were inducted as children off the street like many others.
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L Cavalry:
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- They are of the Royal Cavalry Co. of Zerlaaga
- Ordered to guard Karptah and Ketkis
- Barraks rumors indicate that something is going on at the higher echelons, but they
think its something to do with intelligence-style operations
- People have been sent out on numerous missions working around the "dark cloaks"
over the last 10 years. Common wisdom is that it isnt wise to get nosy into their
business -- some people have reportedly been dissapeared for knowing too much.
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Kurtzen Kardenssen:
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- He's sworn to the exiled Raevoring Torgath Torethssen (Refskegg's distant cousin)
- There are about 20 Raevoring sworn to him left.
- Torgath has recruited new followers from among mercs and Undari
- Torgath has allied with some important people in the Landrothi government, but keeps
the details to himself.
- Torgath is a powerful para-military mover in Landroth, advising the rulership.
- He doesn't know anything about the Tzoruul thing; he just does what he's told.
- This is the fifth time in 10 years he's come back into the Vold
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Karptah:
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- Will not talk unless extreme measures used, and even then will give up as little
as possible.
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Ketkis:
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- If captured will do anything he can to stay alive, including feeding the PCs info.
Will try to ingratiate himself until such a time as he can get away.
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WHEN
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Midsummers Day Age of Power Year 1 Day 2. There is a full moon out.
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WHERE
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Main Locality
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In or around the Weary Druid Inn on the way to Feihaus, in the Pargori Clan Hold
of the Vold.
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WHY
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Need a big group encounter, give everyone a chance to work as a team, and set up
elements of the meta-plot.
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HOW
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Good old fashioned On-The-Road site-based scripting.
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DISADVANTAGES
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Make sure the players keep up with their Disadvantages.
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Pretty much a clean wash here as well. The only disads that were played up were
the cosmetic ones.
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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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This was one of the top 5 all time worse games I've ever been party to in twenty
years of roleplaying. Highly dissapointing, and perhaps the death knell for this
campaign and play group in its current incarnation. I'd rather not play at all than
be subjected to such a monmumental lack of involvement by almost all concerned.
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The only player that even tried to interact with the scenario simultaneously seemed
to forget the 120 odd points of his character specifically designed for exactly
this sort of scenario. All other players refused to talk to any of the NPCs, in
any way try to interact with the plot, discover what was going on, or in fact do
anything at all.
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Finally, after 4.5 long hours of utter boredom I stopped the game after several
appeals to the players to do something -- anything whatsoever -- fell on deaf ears..
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Every NPC was blown off or ignored, and nothing was done by any of the nine PCs
save for Thrymri beyond sitting on thumbs and looking bored. This group has a history
of inertia bordering on comas; prefering to sit around waiting for something obvious
that they have to respond to and letting everything else go by the way side. Recently
the group has shown some improvement in that direction, but with the loss of Joe
to school and other Real Life concerns, the group seems to lack any player with
the capacity for leadership or direction.
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At this juncture it remains to be seen whether the game will progress any further.
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