Saturday April 3rd, 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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2
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15
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5
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12
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|
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3
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5
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8
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10
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Used Spatial Awareness to detect Rialta while she was Invisible and started plinking
her with Arrows but couldnt manage to surmount her Mage Armor.
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$ Fyrclian Bergansen
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4
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19
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3
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12
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4
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8
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Bartered the horses taken from the Undari into better mounts at Rollenhurst; Medium
War Horses for the most part. When it came to the horses she just took over (with
a little encouragement OOC) and managed trading in the various mounts, equipping
them, and so forth over the protests of Ron/Rogate both in and out of character.
It was great.
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When the ambush occured later, she rode up on top of a couple of Kor-Daen elite
Axe-men and used her riding skills to good effect, but was too close to the enemy
and Ruarg frenzied on her mount, dropping it in a flurry of blows (Thrymri healed
it after the battle so while battered the horse still lives thanx to it's barding).
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Next week Ill introduce the concept of Move Bys and the fact that Fyrclian carries
both a Whip and a Bow, allowing her to stick & move and hopefully stay out of
range of the HtH opponents, or at least make them move to get to her. In this case
she just rode up on the Kor-daen and got stuck in.
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NOTE: The Barding is basically trashed and will need to be repaired or replaced.
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/ Kjar Kvaransen
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4
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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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During the funerary rites of Refskegg (put him in a small boat they bought from
the Innkeeper at the Weary Druid and put him out to the lake), there was a solemn
little ceremony and after they put the boat off the shore into the lake Ayden was
going to shoot a flaming arrow at it to ignite the boat. Kjar took charge and fireballed
the boat rather than use his flamedart spell, exploding the ship, displacing quite
a bit of water, and sending Refskegs still armored corpse flying through the air
before landing back in the water and sinking like a stone under the weight of his
armor.
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The other PC's were appalled (though the players were laughing pretty hard). I think
it was Fyrclian who was like "What did you do that for? Hardly a fitting way
to treat a friends remains!". Kjar's response was basically "Who are you
to question the ways of the Zauberer? He was a mighty warrior and I gave him a mighty
burial. All four Elements were involved, Fire from the Spell, his remains flew through
the Air, he landed in the Water, and the Metal of his armor, which comes from the
Earth, pulled him to the bottom to become one with the Lake. A burial worthy of
a warrior! Now, where's my walking stick? We need to get moving."
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It reminded me of the Donny's ashes scene in The Big Labowski. A total travesty,
but hilarious.
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Was quiet most of the journey. In Stromweg we OOC'd a bartering session with an
Obermancer there and Kjar bought a Scroll bearing an Aeromancy based Spatial Awareness
Spell, primarily for the purposes of detecting Invisible Opponents. He dipped into
party funds for the expence. He then learned the Spell en route to Ossveg.
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His interaction with the other PC's when demanding the money was extremely amusing.
For example, Fyrclian asked him words to the effect of, "You can learn
this "Spell" then? How does that work, exactly?"; to which he cantankerously
answered something to the effect of, "I was learning Spells when you were soiling
diapers! I dont ask you how you train horses, I just assume you know how to do it.
I am a Zauberer and that is all you need to concern yourself with. Now give me the
coins I need and go about your businesses!". I cant remember all of the dialogue
verbatim, but it was a funny 10 to 15 minute interlude in context.
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Was quiet most of the journey thereafter. During the Ambush he dove into the Earth
and buffed up a bit while the fight raged overhead. Finally after he felt tough
enough he cast Living Monolith and grew up out of the group to his 60 foot glory,
which made for a good visual.
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Thrymri seized the opportunity and made a vicious PRE Attack on the four Kor-daen
crossbowmen he had been trading attacks with, using the arrival of Kjar to his advantage
for a "display of Power" bonus.
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- Rogate Turvoldsen
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2
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19
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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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Still dissapointingly diffident. Though still trying to be the leader of the Faring,
he allowed many things to be determined by voting, which is fine in theory as the
Machtig are a semi-democratic people, but in reality many such decisions he could
have just made by him with an exertion of authority.
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Had his broken sword fixed by an Aeldenaren waffshmied at a stiff expense in Feihaus
(OOC), and bought a spare Longsword as well.
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In the Ambush he went toe to toe with several of the Kor-daen elite, including chasing
one down as he attempted to flee towards the end, but nothing particularly memorable.
He never takes the opportunity for soliloquies and pretty much just strike strike
strikes. No finese or flair.
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Still just a high-STR high-DEX damage monkey, straight out of the plastic wrapper.
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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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Really running the show. Saemund doesnt say much, but when he does it's meaningful.
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When the group crossed over from the Ulthferen Hold into the Wundvolding Hold he
stopped his wagon, got down and changed from his shiny-pretty ornate Full Plate
into a second suit of blackened Full Plate, and then put bar mail barding on his
horse, and attached shields to the sides of his wagon. The other PCs and players
both were taken aback. Most of them dont have two copper pennies to rub together
after beggering themselves to afford Chain and Ring mail, and Saemund has not 1
but two full suits of Full plate and better barding for his horse than they have
armor. Plus his expensive horse, wagon, and the miniature arsenal he carries in
the wagon in addition to a field anvil and assorted amenities.
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As he's doing this he says to the group something to the effect of "We are
moving into the lands of my people now. You're not in the soft Hurzlund (heartlands)
any longer, so be on your guard. Unlike the Herodi, my Clan still holds to the old
ways and respects the cycle of Life. We do not needlessly hunt the Unghueur to extinction
and the Mountains hold many of them."
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The group basically shrugged him off, which made the ambush that much sweeter.
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In the ambush Rialta dropped a Fireball basically directly on top of the wagon to
get Thrymri and Saemund who were riding in the Wagon (plus the captured Landrothi)
in the opening salvo, but due to a spectacularly crappy damage roll (3 or 4 "1's"
and nothing above a "3" on a 6 1/2d6) it did absolutely nothing.
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Two Kor-daen Elite rushed the wagon as well, one of them clipping Thrymri good,
but unable to seriously injure him through his mystic FF. Saemund dismounted and
preceeded to get stuck in with the Kor-daen. They couldnt manage to get a good hit
on him, so they started taking hits on his Shield, trying to break it. But the sturdy
Wundvolding craftsmanship held and though battered the Shield was not destroyed.
Meanwhile Saemund used his Great Pick, one arming the normally two-handed weapon,
and inflicting painful injuries on the Plate & Chain wearing Kor-daen. He wasn't
able to kill any of them, but inflicted serious injuries on three of them without
taking any hits in return or giving ground. Eventually they fled, and Saemund moved
to grant assistance to Fyrclian who was having problems with Ruarg at that point.
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Also, while he was fighting the Kor-daen, the Invisible Flying Rialta rained several
attack Spells on him but most bounced. He did take some damage from her 2d6+1 EB
NND Does Body Mystic Missles, but bounced a Firebolt easily, again mostly due to
a flubbed die roll on the damage. It should be noted that Jay is the luckiest person
alive in Real Life; this sort of thing happens all the time.
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Saemund moved in and sent Ruarg sprawling before he could follow up and deliver
a killing blow to the stunned Fyrclian.
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- Sonnenwende Mondfeuer
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2
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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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True to form might as well not have been there for most of the session. Some marginal
improvement in RPing earned a second point, but it was more of a 1.5 thing.
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In the ambush he was knocked out of his saddle in the opening salvo by a crossbow
bolt and set upon by two Kor-Daen elite. However he managed to get to his feet and
started fighting back, delivering vicious wounds to the weak parts of the Kor-daen's
armor with his short swords and eventually driving them off.
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Continues to be the most disappointing character of the set. On the bright side
at least he didnt spend this session asleep.
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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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Had better RPing this session, interacting with the group a bit.
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Was scouting ahead of the group, but blew his PER check to notice some of the ambushers
he passed near with an 18 and just kept going. After the fight started he heard
the opening Fireball and came back in wolf form, transforming into were form and
Raging on a pair of Kor-daen crossbowmen staked out on a hill above the main conflict
taking potshots.
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Spatz was still carrying some moderate BODY damage from Karptah's silver daggers
in the last fight, but managed to kill one of the Kor-daen and between him &
Kjar springing from the ground at 60 feet tall very nearby, and the general rout
of the other crossbowmen across the way the other three crossbowmen on his side
of the road beat feet out of there. Spatz then leapt down to fight Ruarg, who was
doing a number on Fyrclian. Fortunately he had broken out of his Berserk after dropping
his first opponent, or that could have been a bad scene for Fyrclian.
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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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4
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8
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He gave a brief eulogy for Refskegg that wasnt fabulous, but not too bad for a spur
of the moment deal. I was hoping that the player would anticipate the need to bury
a comrade and come up with something between sessions, but c'est la vie.
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Thrymri handled offloading loot from the Karptah crew and extras from Refskeggs
gear in Rollenhurst, but sold everything at cost as is fitting. Skalds are not supposed
to make a profit on anything.
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At Rollenhurst he also dropped off some missives at the Skalding Hall to be delivered
to the Clan Hall at Fallenheim, including a note to Hundi detailing the Druid Ritual.
He reports the death of Refskegg in the missives as well, and the assassination
attempt from Undari in the Vold itself.
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In the ambush, he is caught by suprise and is struck by several crossbow bolts,
and is attacked by a Kor-daen elite with an axe and was caught in the depressingly
weak opening Fireball from Rialta. Luckily his mystic protection held out and he
was not seriously injured. Before he could get into the fight however, another crossbow
sent him flying off the wagon and into the rocky hillside on one side of the road.
Shaking it off he stood up and Howled, catching all four of the crossbow men on
the hilltop on that side of the road, staggering the lot of them. Then he Sonic
Agitated one of the crossbowmen, and Howled again but didnt manage to stagger them
with a lower STUN Multiple. He did do a lot of BODY however between the two Howls
and the Crossbowmen were not realy happy.
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Then Kjar pulled his Living Monolith from underground trick, and noticing it out
of the corner of his eye, Thrymri seized the opportunity and made a vicious PRE
Attack on the 4 Kor-daen crossbowmen he had been trading attacks with, using the
arrival of Kjar to his advantage for a "display of Power" bonus. "My
Stone Golem has arrived! Now you are all doomed, for we are Machtig and we will
not be defeated!". The four badly battered crossbowmen broke and ran,
even with their Stalwart ability taken into account, which started a general route
-- the other three surviving crossbowmen on the other side of the road saw them
pulling out and broke as well, and the Kor-Daen elite pulled out too as they noticed
the rout.
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NPCs:
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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. Turned on the Cultists & helped the party. Enticed to come
along with the group to Zerlaaga.
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*
Neferhenmhat Imeru: Landrothi Cavalary man that was masquerading as Caravan
guards for Karptah & Ketkis.
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The Weary Druid Inn
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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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Ossveg
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Small Wundvolding steading in the Reeve-halten of Caer Servatz. There are three
extended families living here. They make decent living from a modest deposit of
Iron beneath their hill. Several of the men folk are smiths, though they all do
double duty as miners as well. Some travel between Caer Servatz and Tufengruben
also brings coin for supplies. The settlement has a small pen for livestock, and
the womenfolk keep a sufficiently productive garden as well.
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The most significant feature of this steading is a small 3 story tower on a riser
above the trail. This tower was built almost 1000 years ago and can comforably house
up to 15 armsmen, or more with some crowding. The headman of the steading, Breiver-Rognvald,
maintains it as part of his besterung, and the steading is part of the patrol cycle
of the Steinwach. The area does suffer occasional predation from the nearby Kor-Daen
tribe of Kor-vashi, but as all the menfolk are Thegns and they have a tower to fall
back to if need be the Kor-Daen usually opt to travel farther afield, using the
exit on the north face of Wundrak rather than the one on the south face near Ossveg.
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The Opposition
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* Rialta Foranvor:
Mercenary Sorceress from Folgetovan.
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Was invisible the entire time. Fled after Kjar cast Living Monolith.
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* Ruarg Axebearer:
Mercenary Kor-vashi.
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Slain by Fyrclian -- she choked him to death with her whip.
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Kor-vashi of the Kor-daen tribe.
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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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Polath will be very aggravated about events and will require payment in restitution.
Around 10 gc should be plenty.
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Last Rites of Reffskeg
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Let the PC's decide what to do with the body.
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On the Road
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The group will have about nine weeks of travel before the next encounter.
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- Along the west bank of the mighty Vandolor River (~30 days)
- Feihaus
- Rollenhurst
- Alarsvik
- Stromweg (cross the Vandolor here)
- Cross country to the north (~18 days)
- Tiefengruben
- Ossveg
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Feihaus
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Feihaus (FEY-HOSS), this midsized steading between Rollenhurst and Fallenheim is
kind of an odd place, with elaborately detailed and decorated residences surrounded
on all sides by a thick copse of the Shutzwald which at one time contained a very
small enclave of ancient Aelfing. In the past there was some congress between the
Aelfing and the initial colonists, including some interbreeding.
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The Aelfing either expired or departed, perhaps to join their more numerous kin
in the Faendradi lands, at least a thousand years ago but there are many strong
Aeldenaren bloodlines living in and around Feihaus even to this day, strengthed
by crossbreeding, and the occasional influx of Aeldenari leaving their birth-Clans
to come live in Feihaus where they are appreciated and part of the majority rather
than a decided minority.
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Many Machtig give the place a wide bearth, as over half of the residents are Aeldenari
with various Gifts. The most powerful usually become Zauberer, but those with only
one or two Gifts typcially don't bother, relying on their crafts or other skills.
Feihaus is home to a number of very talented craftsfolk who are rumored to use strange
powers in the crafting of even everyday items. How much truth is in the rumors aside,
they turn out exquisitely crafted pieces which fetch a high price in many markets
where quality outweighs superstition.
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Rollenhurst
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Rollenhurst (RAHL-en-HEARST), a booming trade and fishing town on the lucrative
Vandolor river. This steading has a huge market, second only to Fallenheim in size,
and conducts a tremendous amount of business up the river to Steinern, the Varhold
of Visar, and most importantly the Allishan "capital" of Kassad, which
sits on a major and ancient trade route.
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The Vandolor is a massive River, and goes beyond Kasaad, eventually reaching the
Varhold of Volir and continuing on to lands that few Machtig have ever bothered
going to. This was the Reeve-halten of the current Laird and Oberlaird Kaenha, and
he gives it some mild, culturally acceptable favoritism, which has also helped this
steading grow tremendously in the last two decades (and it was wealthy and sizable
to begin with).
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Seat of a powerful Reeve-halten and currently filled by Earak Beransen who is also
coincidentally married to Kaenha's second daughter Losoeth Kaenhasdottor. Unsurprisingly,
Earak has maintained local policies pretty much as they were when Kaenha was the
Reeve.
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Alarsvik
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Alarsvik (AHL-ars-VIK), this relatively new steading (less than 200 years old),
has quickly become one of the richest in the Vold, growing fat off of the Vanodolor
River trade, and because many Pargori traders make their home here, enriching the
Reeve with their lucrative besterung.
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An open, airy steading with an actual kind of sewer system provided by stone-lined
vaults hollowed out at various points, allowing deep middens which are periodically
cleaned out by Zauberer as besterung. Due to this feature, and strict rules controlling
the dumping of waste into the River and within the steading limits, combined with
a sense of civic pride makes this a very clean, attractive, and pleasant place to
make ones home. The buildings are made in the typical Pargori fashion, but are typically
newer and highly maintained. Seat of a Reeve-halten.
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Stromweg
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Stromweg (STROM-WEHG), the richest steading in the Clan Hold, this steading sees
much trade along the Vandolor River with craft on their way to Fallenheim or on
the way back.
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The Jagrling here tend to be more friendly and settled than the more insular deep
forest clans, though they still keep their bows handy in true Jagrling fashion.
Jagrling from the western steadings typically consider "Strommen", literally
"River Men', like those from Stromweg and the other river steadings to be soft
and clumsy in their trail skills. Stromweg is also the center of a community of
Obermancers. Seat of a Reeve-halten.
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Tiefengruben
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Tiefengruben (TIE-FEN-GRU-BEN), This settlement sits atop a strangely flat-topped
and large hill, underneath of which is a system of seemingly natural caves extending
very deep beneath the earth. In the lower caverns the remains of a Varhold were
found, including several ancient and still plentiful mines. The Ulthferen are not
traditionally miners or smiths, but word spread of it to the Wundvolding and an
enterprising group of miners showed up to inspect it, and subsequently sued to become
Ulthferen so that they might own property in the Clan Hold, bought the whole place
up and began to mine.
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Today the descendants of those transplanted Wundvolding still reside here, mining
and smithing excellent bronze wepaon and armor. Sadly the market for bronze isnt
what it was, but the mines also turn out the occasional vein of gold, keeping the
steading lucrative. The locals have much fewer cases of lycanthropy among their
bloodlines, though via interbreeding with true Ulthferen over the centuries the
curse is not totally non-existanct. Seat of a Reeve-halten.
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Ossveg
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Ossveg (OS-VEHG), This small settlement sits just across the border between the
Ulthferen and Wundvolding lands, in the Reeve-halten of Caer Servac. Consists of
3 cots, a wood & stone longhall, and a stone Tower. There is also a Stone Circle
just outside of the steading along the road from Caer Servac and Tiefengruben.
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The people of Ossveg are honest folk and are not involved in any sort of duplicity.
They know that the Kor-vashi are active to the north west of them, and they also
know that some live in Wundrak, but part of the reason there is a Druid near Ossveg
is to maintain balance in the region, and part of that balance is served by the
Kor-Daen tribe beneath Wundrak.
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So the Kor mostly leave Ossveg alone, having learned that between their Thegns and
assistance from a Druid if needed it's just not worth it.
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Ambush!
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After Ketkis reported back regarding the Weary Druid Inn debacle, he tailed the
party, using his powers to remain hidden when necessary, and communicated their
movements.
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Ruarg has been making connections with a clan of Kor-vashi, the Kor-Daen for a few
months now. The Kor-Daen have a tribe at an old Varhold now known as Wundrak, which
happens to have an entrance very near to Ossveg in the Wundvolding foothills about
a half day over the border from the Ulthferen hold south of Caer Servac.
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The Kor-Daen of Wundrak usually leave Ossveg alone due to the skill of several of
the Thegn's living there, particularly the legendary Kreiga-Bragi Kolbeinssen who
is widely regarded as being the greastest Wundvolding warrior currently in his prime.
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Many of the Thegns in Ossveg are former Steinwach, and have relatives currently
in the Steinwach as well. Plus there is a Druid Circle very near Ossveg, with a
resident Druid. Thus, it's just not worth the spoils and the Kor-Daen conduct their
occasional raids mostly from the north face of Mt. Wundrak, and prey mostly on other
Unghueur.
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Ruarg arrived last week and offered the Kor-Daen of Wundrak a high price to attack
the PC's before reaching Ossveg, so canny old Chief Gragnek lent 8 crossbowmen and
8 of his best axemen to the effort. Ruarg was joined by Rialta who flew in to meet
him there.
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On the road before reaching Ossveg Ruarg, Rialta, and the 16 Kor-Daen will ambush
the group where the road winds over a rise between two hills, with 4 crossbowmen
on either side of the road on hillsides, and 4 axemen concealed behind scrub and
boulders at road level, plus Ruarg.
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Rialta will be Invisible and Flying already 10" above the road roughly dead
center to the ambush zone. The road curves to the right, and is higher in the middle
so visibility will be occluded for the party as the come across it; the front and
rear elements will have a difficult time seeing each other in places. However the
crossbowmen will have excellent LOS's. Should be a good ambush.
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Went off without a hitch, though I did have a bit of a scare when Spatz went of
scouting ahead of the party hand happened to pass the ambush site on the hillside
above one of the clumps of concealed crossbowmen. Luckily for me the player blew
his PER check with a 17 or 18. That would have been a slight monkey wrench.
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The durable Kor-vashi were easy to hit but hard to put down, and the fight was brutal
but not overly lethal. In all, Spatz slew a Crossbowman in full-berserk were form
(reduced him to below 0 BODY and negative STUN anyway), and Fyrclian choked Ruarg
to death with her whip in retribution for what he did to her horse. Shame too as
he had some solid information that the group could have gotten out of him. The group
also captured two axeman and a crossbowman that were knocked unconscious. The other
attackers escaped, though most bore serious wounds.
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The three Kor-Daen that they captured are: Uzbul, Shablak, and Hulzgar. All they
know is that Ruarg was an outsider who came with gold and paid for their services.
They can of course also tell about Wundrak and Chief Gragnek.
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WHEN
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Midsummers Day Age of Power Year 1 Month 1 Week 1 Day 4 thru Year 1 Month 2 Week
1 Day 5.
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WHERE
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Start up
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In the Weary Druid Inn.
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Main Locality
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In or around Ossveg in the Wundvolding Hold.
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WHY
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Need to fast forward a bit to make up for time lost by not playing for 2 weeks,
and spending 2 sessions on the Weary Druid Inn encounter.
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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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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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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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Overall a good session. The combat dragged on about an hour longer than expected.
The players need to learn to think ahead and be ready to act when it is their turn
to go. However, there were 18 enemies and 9 combatants in the PC party (including
Kurtzen), so for 27 characters being involved in the melee it wasn't too bad.
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I glossed over a lot of the Vold in the middle that I would have preferred to give
more in depth coverage, but unfortunately the exsingencies of real life have forced
me to accelerate the pace of the campaign, and basically skipping ahead 9 weeks
certainly moves things along. So I decribed notable settlements along the route
and handled any needed monetary transaction out of character (OOC) which I normally
dont do, but felt was warranted in this circumstance. To my mind most of the fun
is in the journey, but as this campaign has some Epic overtones in it's scope practicality
demands that some literary "jumps" be employed to gloss over the distances
between locations important to the storyline.
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Also, I would have preferred to not have another combat basically on the heels of
the last sessions combat -- I prefer a more balanced pacing, but the timing of the
scenario indicated that it would be best to have the group ambushed prior to reaching
Ossveg rather than having them attacked at Ossveg, where there would be several
NPC warriors and thus I would have to scale the attacking force accordingly, and
there would be 40 or more characters involved. Aside from the bogging down of that
many characters in a combat, more importantly I dont like having NPC's save the
day; I prefer to have the PC's drive the action, and for the needs of the story
there are NPCs at Ossveg far more capable than the PC's. On the other hand if I
had them ambushed after Ossveg they would probably just press on to Caer Servac,
which is much bigger than Ossveg and would require a lot more development on my
part to run in depth RPing there.
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All that aside, there was some good interludes of RPing, though short, and several
important details were established, most importantly the cost of traveling and provisioning.
That information will prove to be important as the group has a lot of traveling
to do.
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In the selection of the opposition, to date the group had only fought high-speed
finesse-based swordsmen from Shidaal, a Magic User, and a bunch of high-speed high-DEX
Aranashi. This gave them a bit of a DEX and SPD scare. Three of the 8 survivng PC's
players opted for more DEX or SPD with their accumultated XP. I wanted to demonstrate
that the groups they have encountered thus far were exceptional, not the norm. The
Kor-vashi were ideal for this with their 3 SPD and reasonable DEX.
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