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