Saturday March 28th, 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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3
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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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Did very well this session. His quick thinking to go into a room adjacent to the
main action and use his transform power to remove a plank to create an archery pillbox
was key. Was a little active in the RPing after the combat.
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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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Performed well in the combat, but was very quiet after during the RPing. Went with
3 over 2 because the player, who is new to F2F RPing, was doing much better with
the rules during the combat and was able to do most of it on her own w/o assistance.
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Hrani "Refskegg" Thrarinnsson
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-
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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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Slain via treachery.
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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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Injured badly before waking up, stood around doing not much during most of the fight,
unwilling to get stuck in and risk his last 3 BODY. Finally got committed at the
end, moving in to blast Karptah with his Flamebolt spell twice.
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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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6
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9
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Tried to save Thrymri and Spatz, but was less than successful. His father's sword
was broken by Karptah. Tried to exert his leadership afterwards, but his indecisiveness
continues to cost him.
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/ Saemund Magnussun
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2
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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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Saemund continues to be the hard core of the group. His weapons skill prevented
Karptah from landing a blow twice and ultimately this gave the group time to recover
and press in for the finish. Got 2 points only because I felt there were a couple
of opportunities to exert the character's personality that were passed up.
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- Sonnenwende Mondfeuer
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-
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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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Slept thru the entire battle, and had the personality of a log when awake.
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@ Spatzenjager
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-
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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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Was badly injured by Karptah's silver blades and spent most of the battle aborting
and getting beat up, but did manage to get in a vicious swipe on Ketkis which a)
was the only hit he took, and b) reduced him to 2 BODY and ultimately led to him
fleeing. If it werent for the Gifts of Tzoruul Ketkis has, it would have killed
him.
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@ Vmundr "Thrymri" Finnvarsson
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2
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12
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2
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12
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6
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Tried his best in the combat but was quickly incapacitated. After the fight he searched
thru Karptah's effects, found the Gem of Contact and spoke with someone or something
on the other end, but to little effect and then the Gem exploded. After that Thrymri
shrank into the background again. The player is really timid; any setback and he
gets real quiet for a while.
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NPCs:
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The Weary Druid Inn
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All of the Inn staff were abed during this session
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The Opposition
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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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NOTE: Deceased. Slain by the concerted efforts of the group, was injured
several times; Thrymri w/ a Howl, Ayden via several Arrows, Saemund via his Hammer,
and Kjar via two Flamebolts. Kjar & Saemund simultaneously struck to finish
him.
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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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NOTE: Escaped via T-Port, but was reduced to 2 BODY thanks to a Raging Spatzenwere's
max-damage "3". Otherwise knocked the group around like ten-pins
for awhile. Nerve Struck Thrymri into la-la land and did a good job on Spatz too,
and tossed Rogate, Saemund, and Fyrclian around in secession via Passing Throw.
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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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NOTE: When he saw that a) Refskegg was dead and b) that the Undari weren't
taking the group captive like they said they were but were instead intent on killing
them, he shouted a warning and cut down two of the cavalry men, possibly saving
Kjar.
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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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NOTE: Three Deceased, one survivor. Kurtzen slew Nebtra and finished off
Selher after Fyrclian knocked him down. Rogate slew Sataat. Imeru surrendered and
was taken captive.
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* 2
Cultists: Masquerading as clerks\servants for Karptah & Ketkis. Names:
Besfertenhet Pakaat, Ibkenaktor Enten
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NOTE: Deceased. Pakaat killed Refskegg. Ayden killed Pakaat and Fyrclian
killed Enten (after Ayden put an arrow in him).
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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 Weary Druid Inn
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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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Refskegg was slain and most of the party bore grevious wounds before the battle
was over.
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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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NOTE: Deceased. Pakaat killed Refskegg. Ayden killed Pakaat and Fyrclian
killed Enten (after Ayden put an arrow in him).
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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 by their CO Loruni (LORE-oon-EE; roughly equivalent
to a Captain, or in Machtig terms an influential Huscarl) Inkopmut Shemepes.
- 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 7 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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NOTE: Three Deceased, one survivor. Kurtzen slew Nebtra and finished off
Selher after Fyrclian knocked him down. Rogate slew Sataat. Imeru surrendered and
was taken captive.
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Imeru related the info above to his captors via Kurtzen. Also:
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- Prince Karhomat Ptahhet's name was mentioned
- The Karhomat family rules Landroth. Prince Ptahhet is a half-brother of the current
King in his mid 40's.
- A military man in his youth, he lead many daring sorties of the then-fledgling Landrothi
Cavalry (with Mercenary auxilaries) against the Kor-Dishan tribe two decades ago.
- He defeated the Kor-Dishan's Chief Gurak at Fagora Hai 18 years ago, winning the
past two decades of peace on that front as a result.
- He has a lot of influence in the Landrothi government
- Is a national hero
- He is idolized by the current heir apparant, Karhomat Shesaafa, son of Shrogan.
- His half-brother King Karhomat Shorgan has never really liked him because Ptahhet
is much more capable and has the favor of the people, and is thus perceived as a
threat.
- However, to all appearances Ptahhet is a devoted nationalist and is loyal to his
King-brother.
- Ptahhet is for all intents and purposes the minister of defense, though there is
no such concept among the Landrothi. He is the royal that effectively administers
all military affairs.
- Imeru's CO's name is Inkopmut Shemepes
- Imeru has heard of a cult favored by the upper echelons, but it hasnt worked its
way down to his level yet as far as he knows, and those who ask too many questions
disappear.
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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
- The lot of them work as a Mercenary company called simply "Torgath's Men",
but have worked for the Landrothi government exclusively for the last few years.
- 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 has no official rank, but is known to be in good with Prince Karhomat Ptahhet
and Prince Karhomat Shesaafa and effectively has peerage with the Landrothi Barguris
(BAR-goo-REEZE; Generals, or in Machtig terms a powerful Reeve).
- Kurtzen 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, but the first he's
guided Undari.
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NOTE: When he saw that a) Refskegg was dead and b) that the Undari weren't
taking the group captive like they said they were but were instead intent on killing
them, he shouted a warning and cut down two of the cavalry men, possibly saving
Kjar.
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The group entreated him to guide them to Zerlaaga, appealing to his Machtig heritage,
and he reluctantly agrees, but says he will not journey into Zerlaaga itself --
he prefers to make a clean break with Torgath and let them assume that he is dead.
He plans to journey elsewhere and seek a new life for himself while he still has
a few years of his prime left.
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Kurtzen told the group much:
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- He's sworn to the exiled Raevoring sea-Reeve Torgath Torethssen (Refskegg's distant
cousin)
- Torgath and Kurtzen departed the Vold together and had several adventures
- Eight years ago they met an enterprising Landrothi named Bakuda Rabusha in Worfinal
and were through a series of unlikely events eventually hired by him to participate
on an adventure into the High Desert along with several other mercenaries
- Most of the mercenaries died en route to the goal of Rabusha's quest, with only
Torgath and Kurtzen and an Ullu guide named Ssarsa surviving to the end.
- Torgath and Rabusha established an unlikely friendship on their journey, and when
the adventure was over Torgath accompanied him back to his home in Zerlaaga.
- Kurtzen remained in Shidaal for a time, living from his proceeds from the High Desert
adventure, supplemented with occassional caravan guard work.
- Several such trips took him through Zerlaaga and he kept in touch with Torgath,
who was still in cahoots with Rabusha doing unspecified things, but definitely gaining
influence in the Landrothi government.
- A few years later Torgath was chartered to assemble a crack unit of irregulars by
Prince Karhomat Ptahhet. He contacted his old sheild brother Kurtzen to be one of
them and Kurtzen returned to Zerlaaga.
- Torgath and Kurtzen recruited many crusty and capable warriors to serve in this
new company, which is called simply "Torgath's Men", which has worked
for the Landrothi government almost exclusively for the last few years.
- They like to recruit Machtig adventurers, particularly young Herodi who don't ask
too many questions as long as they are kept distracted with battle and wenches.
- From humble begginings with around 30 warriors, the company now has around 100 elite
and hardened warriors and another two hundred greener troops.
- The unit is very individualistic and doesnt drill or have a uniform or any formal
nonsense like that. There only marking is a copper badge shaped like a round Machtig
shield with a longboat superimposed over a falchion embossed on it -- Torgath's
mark.
- The group has had several successes versus Kor, bandits, and have helped the Landrothi
annex a few settlements in Allishan, moving the border a little further west.
- Due to his successes and connection with the ever more influential Rabusha, Torgath
has become a powerful para-military mover in Landroth, advising the rulership.
- He has no official rank, but is known to be in good with Prince Karhomat Ptahhet
and Prince Karhomat Shesaafa and effectively has peerage with the Landrothi Barguris
(BAR-goo-REEZE; Generals, or in Machtig terms a powerful Reeve).
- Kurtzen has watched Torgath become ever more bitter over the years and fears he
has abandoned Machtig beliefs.
- Kurtzen has returned to the Vold five times in the eleven years since his exile,
but this was the first time he's guided Undari.
- Kurtzen described Zerlaaga as being "the kind of place you need a friend to
watch your back and another friend to watch his", and said that Machtig are
not welcome in many parts of the city, many merchants will charge exorbitant prices,
and so on.
- The group asked for potential allies, and Kurtzen said that if they wanted to hire
on a team of heavy hitters to assist them that for sure could be trusted not to
side with the Zerlaaga government, they could seek out a group called the Durodad,
a small but crack Mercenary unit from some far off Vorgaanese land that might be
moving thru Zerlaaga in a month or so if they follow their usual pattern.
- Kurtzen indicated that:
- He knows of Doran Murfon -- he says he doesnt know what his role is exactly, but
he moves freely amongst the Royal grounds and government buildings.
- He has also heard of another Vorgaanese Magic User, a Sorceress named Rialta, who
is rumored to be working with or for Doran.
- He indicated that the Black Shields were a well known and large Mercenary Company
out of Shidaal, who were commonly understood to accept contracts on the shady side.
More importantly, he has seen some contingents around the capital buildings and
assumes they are on retainer by the Zerlaaga government, or some Royal, or someone
else at the higher echelons.
- The Landrothi have built up their Light Cavalry over the last eight decades, mostly
to fight off Kor raiders, but there are barracks rumors that the Landrothi plan
to take over Allishan based upon the several Allishan villages that have effectively
been annexed over the last several years.
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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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As he was slain, no information directly forthcoming. However, even a dead man can
tell you much via his personal effects. The group looted his corpse of 2 fine silvered
daggers with ruby hilts, two plain but well made rings, and a couple of earrings.
They also found a symbol on his badly charred corpse, but couldnt make out the full
details of it. It looks like some kind of flaming swirl or something.
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In his desk the group found a satchel carrying a money purse with 23 golden "Arrows"
-- the currency of Shidaal, 268 assorted silver pieces from half a dozen lands,
and 63 copper pieces, mostly "Scarpers" (also Shidaalese currency). There
was also several short scrolls:
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SCROLLS:
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- Identifies Shemrenebi Karptah of Kasaad as a representative of a (self-proclaimed)
important Merchant House operating out of Kasaad called the Trading House of Memto-Rammut.
- Authorization for one Shemrenebi Karptah of Kasaad to reach a trade agreement with
the "Emperorer of all Machtig at Fahlinhimeh, the illustrious Kennerah Kain-hah"
as a representative of Memto-Rammut for an exclusive contract to move spices and
materials from the upper Vorgaanese basin to Fallenheim rather than to Shidaal.
- Letter of Marque for the Black Shield Mercenary Company indicating that the named
bearer, Shemrenebi Karptah of Kasaad, benefitted from his company's standing retainership
of that Mercenary Company and should he request their services the bill will be
paid.
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Finally there was also a leatherbound journal and a Black gem of some sort. Thrymri
picked up the Black gem and was immediately engaged in a mental conversation with
a powerful presense. When Thrymri proved to be unforthcoming the gem detonated,
knocking Kjar and Thrymri out and rattling Fyrclian but having no effect on the
surrounding inanimate objects.
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The journal was apparantly some sort of cover document, establishing a false back
trail to Kasaad, but Kurtzen debunked it since he was with the group and knew that
the journal entries were lies. However, the final entry, apparantly made that very
night, was written in a more hurried hand, as if its writer were excited, though
it was still vague. Kurtzen translated it as follows:
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I have seen the cycle he's waited for; my God smiles upon me
Against the coldest winter chill; He is the light that warms us
against the Darkness, for he is the secret...
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Kurtzen mangled the translation a bit since its in Ult-Undari and he only speaks
pure Undari; it should say something more along the lines of:
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My God has smiled upon me for I have found those we search for.
All praise to the lumious being that fills us with holy zeal;
For he is our spiritual protector in the Land beyond Death
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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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NOTE: Sole escapee -- beat the heck out of several party members, beat his
way to the stairs, and then split out. Ketkis, aka the Night Cat, is not so easily
caught as that!
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WHEN
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Midsummers Day Age of Power Year 1 Day 3. 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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Ambush!
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DISADVANTAGES
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Make sure the players keep up with their Disadvantages.
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This was a almost pure combat session so only a few Disads were meaningful.
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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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After last sessions debacle, we restarted. We've had a lot of out of game discussion
and reached a pretty clear understanding that if the so called "heroes"
of the tale, the PC's, just sit around waiting for someone else to do something
then I'm not going to run the campaign at all. It's on the players to take actions
and involve themselves in the game, and dead weight will be given short shrift.
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Regardless, I've decided to trim the party down earlier than originally planned,
so any character that isnt being played to their potential is getting the axe. Refskegg,
though in my opinion one of the best characters in the group, was the first to go
because the player, Jon, does not actually like the character and gives him very
short attention.
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This session started off with the combat that was intended for last session. It
was brutal and all of the group except Fyrclian took a beating. At several points
I thought at least one of the PCs were going to buy the worm farm, but the players
were on the ball and some very good tactical plays in addition to sheer bloody mindedness
on the part of the Herodi, Rogate, kept the opposition from taking a critical Phase
to finish off one of the fallen party members.
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It was a pretty solid combat, fought in the dark and without the benefit of armor.
The group persevered and actually started showing vestiges of teamwork, though of
the unplanned variety.
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More importantly after the combat scene there was some decent roleplaying, asking
Kurtzen, who turned on his employers when he realized they were going to assassinate
fellow Machtig, many questions and interrogating a captured Landrothi Cavalryman.
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The group is battered and have suffered their first casualty, but seem determined
to press on to Zerlaaga, though Kjar did make a weak case that they had already
fulfilled the prophesy and that Karptah was the guy they were supposed to kill in
keeping with his established preference for ending the whole prophesy business quickly
so he can go back to his tower and moulder.
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