Saturday April 16th, 2006, 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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$ Fyrclian Bergansen
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-
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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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Good roleplaying. Kristin fell right back into the role without a hitch.
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# Kurtzen Kardenssen
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-
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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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Good first session for Steve; he will work on the mannerisms for the next session,
but the overall characterization and vision for the character was strong both in
the current timeline and the flashback.
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/ Kjar Kvaransen
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-
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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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Good old Kjar. Jay hit the ground running w/ Kjar as if there hadnt been a gap at
all.
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/ Saemund Magnussun
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-
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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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Jay was lacking on Saemund a bit though. Saemund is by far the more serious character
and I got the feeling Jay didnt want to open his piehole and say something dumb
or otherwise out of character. Asked him to work on it for the next session.
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Significant NPCs:
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Torgath Torethssen
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Exiled Raevoring Sea-Reeve.
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Bakuda Rabusha
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Adventuring Landrothi (and devotee of Tzoruul)
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Ssarsa
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Lizardman desert guide.
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Name
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DEX
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SPD
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SPD Chart
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* Torgath Torethssen
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14
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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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I played Torgath. I fell back on one of my stock barbarian personalities and kept
him kind of generic because a) I didnt want to overshadow Kurtzen and b) Im rusty
as an old fish knife.
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# Kurtzen Kardenssen
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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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Since this is essentially Kurtzen's prelude I let him basically drive a lot of the
scenes and the player, Steve, really stepped up. A particularly key scene was after
a fight with a giant lizard that jumped the group's caravan travelling thru the
High Desert, the surviving other mercenaries wanted to abandon the journey and demanded
to be paid a share despite aborting. Kurtzen sent them packing with enough supplies
to survive after a verbal confrontation.
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$ Bakuda Rabusha
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18
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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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Kristin played this character and was a little overwhelmed, but made a game try
at it. Its a complicated character with a lot of abilities to absorb, but on the
characterization side she did a pretty good job of staying close to the intended
focus. Im sure next session will be better after she has a chance to soak in what
the character can do.
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/ Ssarsa
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18
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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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Jay played this character as only he could -- infuriating but necessary. The group
wanted to kill him out of irritation, but needed him to survive. This is practically
a specialty of Jay's and I knew there would be no issues on that front. I am a little
concerned about the characters utility as a Lss'Rss Psionicist.
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Only Lss'Rss can be Psions in the setting, but I found out when I sat down and created
the character that the points don't stretch as far with the newer system as they
did with the older Psionic rules. Also, the Lss'Rss package costs a little more
than it used to. The combination made for a character that is very thin for the
points. Will have to consider refactoring something to make that a more viable combination.
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The character was still capable, but thats at ~250 points. At ~125 the character
concept would have serious shortfalls.
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* = played by GM
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/ = played by Jason Roche
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# = played by Steve Svarre
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$ = played by Kristin Molle
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WHAT
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Flashback to Kurtzen' Past
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The session is going to revolve around an adventure from Kurtzen's past. A little
over 8 years ago Kurtzen and Torgath were hired by a Landrothi aristocrat calling
himself Bakuda Rabusha (BAH-KOO-DAH RAH-BOO-SHA) while in Worfinal. The job
was to take ship from Worfinal to Alut (the capital of Tinsha), and from there proceed
into the deep of the High Desert to search for a long lost and forgotten about ruin.
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The purposes of the session are to:
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- Provide Kurtzen an opportunity for a prelude now that he is an actual PC
- Introduce / put a face to some of the antagonists the current timeline's protagonists
are facing
- Accentuate / reenforce the story-driven / saga-oriented nature of the campaign
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There were also a couple of handfulls of other mercenaries under their supervision,
and an Ullu guide named Ssara was also hired in Alut to take them into the desert.
The other merceneries perished, fled, or were killed by dangers along the way leaving
only Torgath, Rabusha, Ssara, and Kurtzen at the end of the journey.
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Giant Lizard and Red Shirts
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I want to illustrate the dangers of the High Desert, but I don't want to waste a
lot of time on it. Thus, I'm going to toss a Giant Lizard at the group -- they should
be able to handle one of them without too much difficulty and it should give them
an opportunity to take the NPC's for a test spin.
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Also going to use some faceless minions in the form of the other Mercenaries. Have
a few expire from dehydration / heat prostration, a few die to the lizard, and a
few desert / mutiny to illustrate the difficulties of the region.
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The Ruin
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To give Rabusha a chance to really shine and be a key player, going to use Undead
guardians for the ruins. The Machtig hate all things related to Death magic, and
Tzoruul does not support the use of Undead either so its something both Machtig
and devotees of Tzoruul can agree upon for starters. For seconders, he has a number
of effects that are particularly effective vs Undead.
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Also, Kurtzen is relating this tale to the modern era surviving Nine Arrows, and
him relating the tale of Rabusha destroying Undead might force them to reconsider
what they think they know about what they are getting into with the Cult of Tzoruul.
They think the cult practices Death Magic due to seeing two women sacrificed in
their vision from the Druids Circle. The distinction might be too subtle for them
however, and sentient sacrifice is also very much against Machtig beliefs in any
event, whether its technically used for Death magic of some sort or not.
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Overall, as long as the morality of it all gets confused and things become less
polarized black / white, the purpose will have been served.
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Whats Going On In Zerlaaga (that the PC's know about)
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- There is a Cult of Tzoruul in Zerlaaga
- Lead by a mysterious & highly placed man called simply "The Most High"
- There are a number of fanatic (suicidally so) cultists that were inducted as children
off the street
- The "Most High" is well connected to the upper echelons of the Landrothi
government.
- Often uses detachments of the Royal Cavalry Co. of Zerlaaga for Cult business
- At least one of the Loruni (LORE-OON-EE; roughly equivalent to a Captain)
of the Cavalry, Inkopmut Shemepes, is definitely a member of the Cult
- Barraks rumors indicate that something is going on at the higher echelons, but the
troops generally think its something to do with intelligence-style operations
- Cavalrymen 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.
- Prince Karhomat Ptahhet's name was mentioned in relation to the cultists
- The Karhomat family rules Landroth. Prince Ptahhet is the half-brother of the current
King and is 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, Prince 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.
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Whats Going On With Kurtzen (that he's told the other PC's about)
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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. Their only marking is a copper badge shaped like a round Machtig
shield with a longboat superimposed over a falchion embossed upon 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.
- The group entreated him to guide them to Zerlaaga, appealing to his Machtig heritage,
and he reluctantly agreed, but said 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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WHEN
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- Current time:
- START: Age of Power Year 1 Month 2 Week 1 Day 7
- END: Age of Power Year 1 Month 3 Week 1 Day 2
- Flashbacks:
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WHERE
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Main Locality
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- Current timeline:
- Ossveg, the trail to Caer Allunbrenner and into Landroth.
- Flashbacks:
- Worfinal
- Alut
- High Desert
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WHY
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I want to cover the back story of Kurtzen, which provides a perfect opportunity
to detail whats going on in Zerlaaga by showing the history behind it.
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HOW
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Flashbacks.
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DISADVANTAGES
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Make sure the players keep up with their Disadvantages.
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A couple of missed opportunities. Jay forgot about Kjar's weird elemental aura,
and Kurtzen didnt really reflect his Rivalry w/ other warriors in a couple of scenes
where it would probably have been appropriate, but in the bigger picture not that
big of a deal at this point.
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NAME
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DISADVANTAGES
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Fyrclian Beorgansdotter
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DF: Druid-touched
(Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual
Senses)
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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Normal Characteristic
Maxima
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: Druid-touched (Not Concealable; Always Noticed and Causes Major Reaction; Detectable
Only By Unusual Senses)
DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses;
Not Distinctive In Some Cultures)
Psych. Lim.: Easily Distracted By New Magic
(Uncommon, Strong)
Psych. Lim.: Obsessed with Finding New Magic (Uncommon, Strong)
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)
Unluck: 3d6
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Kurtzen Kardenssen
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Distinctive
Features: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used
Senses; Not Distinctive In Some Cultures)
Enraged: When reduced to Half Body or Half Stun (Uncommon), go 11-, recover 11-
Hunted: Raevoring Clan 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
Money: Poor
Normal Characteristic Maxima
Psychological Limitation: Overconfidence (Very Common, Moderate)
Rivalry: Professional (with other Warriors),
Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware
of Rivalry, Rival is a Group
Soc. Lim.: Dark Secret: Raevoring Exile (Occasionally, Major, Not Limiting In Some
Cultures)
Unluck: 2d6
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Saemund Magnussun
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DF: Druid-touched
(Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual
Senses)
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 8-, recover 11-
Hunted: Kor-Daen Tribe 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
Hunted: Pargori Huscarl 8- (Mo Pow, Limited Geographical Area, Watching)
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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POST GAME ANALYSIS
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Got off to a slightly rocky start due to general rustiness and the fact that it
had been 2 years since we left off on this campaign, but started building up steam
and finished off strong.
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The flashback went off pretty well despite a shaky start, and I had to use a lot
more exposition than I like to fill in the blanks and jump start the continuity
again. However, I consider this to effectively be a first session despite resuming
an old campaign, and for a first session it was definitely a success.
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The battle with the Giant Lizard was an interesting side act, and served its purpose
in giving everyone a chance to familiarize themselves with their characters. I hate
throwing players into a meat grinder without a shakedown cruise.
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We didnt have time to do the final encounter due to starting late and taking a little
longer to get thru a couple of things than normal, so I ended the flashback with
a cliffhanger. Torgath pused Ssarsa into the sand dune concealing the ruin when
the untrustworthylittle creature became shifty and seemed in a hurry to bail out
of there. After a pregnant pause Undead arms poked out from the sand and grabbed
the little Ullu. Cut!
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The followup scene when we switched back over to the main timline was a lot of fun
and I'm glad we did it. The shtick was the PC's were sitting around a campfire a
couple of days out of the Vold on their way to Zerlaaga, and the intended feel was
that Kurtzen has been telling bits of his story to the others each night after the
stop to camp, and worked as both an effective segue and to add to the versimilitude
of the flashback shtick.
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The inter-character banter was pretty good, and shows all signs of being able to
pick up where the campaign left off exactly two years ago to the day.
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