| Saturday March
6th, 2004, San Diego, CA |
|
|
| WHO |
| PCs: (Master
Summary) |
| Not even going to
bother breaking it down by player this week. Here's the
quick summary: Spatzenjager took the initiative to scout
ahead, and made a point of being ready to defend the Hoher
Skalding Thrymri at a couple of points. Fyrclian had an
argument with Spatz, asking him to stop scaring the horses
with his "Im a Wolf!" trick, which Rogate mediated. Ayden talked briefly
to an NPC but was hushed up by the rest of the group. Ayden
tried hitting on a barmaid. Fyrclian tried to do a flip off
of a door mantle to justify eventually getting Acrobatics.
Saemund changed his armor at one point while Refskegg and
Sonny went fishing. Kjar fell asleep in front of a couple of
fires. Sonnenwende sipped his beer rather than pound it and
tried to rub Ayden's mildly pointed ears for good luck
several times.
Rogate drank a beer or two, walked up a flight of stairs,
looked around, and walked back down. Refskegg drew a lot of
attention to the party and then, confused by his own wit,
sat down and didn't say another word all night. Thrymri
tried to talk to the Undari via their translator, but forgot
to use even a single one of his spells or many many skills
directly pertinent to social interaction. |
I don't think I'm
missing anything of note, more's the pity.
  |
|
Name |
XP |
DEX |
SPD |
SPD Chart |
| $ Ayden Hrdaled |
0 |
15 |
5 |
12 |
|
|
3 |
|
5 |
|
|
8 |
|
10 |
|
| $ Fyrclian Bergansen |
0 |
17 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
| @ Hrani "Refskegg" Thrarinnsson |
0 |
17 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
| / Kjar Kvaransen |
0 |
11 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
| - Rogate Turvoldsen |
0 |
17 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
| / Saemund Magnussun |
0 |
11 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
| # Sonnenwende Mondfeuer |
0 |
15 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
| # Spatzenjager |
0 |
11 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
| Spatzenwere |
|
20 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
| Spatzenwolf |
|
17 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
| @ Vmundr "Thrymri" Finnvarsson |
1 |
12 |
2 |
12 |
|
|
|
|
|
6 |
|
|
|
|
|
|
| NPCs: |
| On the Road |
| * Threva Vordinson:
Potential friendly Pargori merchant on his way to
Fallenheim. From Feyhaus, an Aeldenari with the gift of
Knowing and a Carpenter, he is taking a load of small wooden
knick-knacks to be sold at the market in Fallenheim. He is
in his late 40's. Will speak of the ill rumors he's been
hearing of Rollenhurst absorbing Feihaus. |
| Ah, the
good-old "NPC's arent important, only we PCs is!" blow off.
Though I didnt know it then, this would be but one of many
refusals to engage an NPC in anyform of meaningful dialogue
for the session. |
| Threva
mentioned a few passing details in his opening. Ayden
started talking to him but was shut up by the other player's
PCs, who then basically brushed the guy off and pressed on. |
| The Weary Druid
Inn |
| Summary:
The PCs talked to the Stablehand and the Proprietor only
long enough to arrange lodging and stabling, and then
ignored them. Ayden lamely tried to seduce the barmaid, but
out of character, as a direct statement "Ayden tries to hit
on the barmaid". These NPCs might as well not of been there;
the same purpose could have been served with a sign that
read "stable your own mounts" and a coin-op slot for the
rooms for all the interest the players gave to them. There
were a lot of clues that either or both Deargan and Polath
could have given the group from their own observations --
but, no, they couldnt possibly have anything interesting
to say apparantly and were relegated to the same status as
inanimate objects. |
| ? 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. |
| ? Yolla Unverson:
Wife of Polath and head cook. Pleasantly plump, Pargori,
greying blonde hair and merry blue eyes. Practical dress
with a kitchen apron. |
| ? 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. |
| ? 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). |
| The Dishonorable
Opposition |
| Summary:
Refskegg recognized Kurtzen w/ a "3" on a PER Check when he
walked in the door, so he stomped over and was like "Hey,
your one of those exiled guys!", to which Kurtzen of course
replies, "You must be mistaken", and Thrymri responds "Oh,
yeah, sure you are; come on, you can trust me!". I'm
paraphrasing but that was the general gist of it. Getting
nowhere with that line of approach Refskegg sits down
befuddled and goes "off" for the rest of the session while
his player opts to use his other character instead
(Thrymri), but for some reason doesnt employ his several
appropriate spells, like Friends for example, or his half a
dozen plus 15 or less Interaction skill rolls, or his
augmented 65 PRE even. Everyone else sits around for three
hours real time watching Jon flounder despite several
recommendations that they jump in and help him out, take
over, or do anything at all. |
| Then,
after the RPing opportunity went for naught, as I moved the
session forward into the night, despite several signs that
they were in potential danger and the Undari group were not
what they seemed, the entire group sublimely took off their
armor and went to bed, with 2 Undari Cultists in the Commons
area with them, and the rest in rooms adjacent. Who needs
guards? All the
players also looked less-than-enthused about the
obviously-about-to-ensue combat, and one player indicated he
didnt even have his character sheets with him -- going on 5
hours into the game. |
| After
some consideration, including a harried in-chambers
consultation with my oldest player (7 years gaming together
so far) and with rising irritation/ frustration/
dissapointment/ anger / you name it, I cut the session short
and sent the group packing. |
| I've
seldom been so hugely let down by a game session in two
decades of doing this. Every campaign I've started with this
group has ground to an early and ignomious end. Prior to
this, every campaign Ive run regardless of system lasted for
at least a year or more unless the storyline played out to
its conclusion faster. By comparison this is the third
abortive campaign in a year. I think it's time to face facts
-- the playstyles are not lining up here and this group in
its current incarnation is not viable. |
| *
Shemrenebi Karptah:
Servant of the Cult of Tzoruul; Landrothi, Knife Duelist.
Masquerading as head of a small caravan traveling to
Fallenheim. Has a magical crystal that allows him to commune
with the High Priest w/ Concentration and time -- its a ruby
that has been turned black somehow. It raditates Chaos sign
if looked for, but only when it's visible. |
| *
Asetmoseb
Hatketkis: aka Ketkis: Servant of the Cult of Tzoruul; from
Kasaad originally; dirty infighter & thief. Masquerading as
the brother of Karptah. Has a magical crystal that allows
him to commune with the High Priest w/ Concentration and
time -- its a ruby that has been turned black somehow. It
raditates Chaos sign if looked for, but only when it's
visible. |
| *
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. |
| * 4
Landrothi
Cavalry: Masquerading as Caravan guards for Karptah &
Ketkis. Names: Tabhosattep Nebtra, Neferhenmhat Imeru,
Idnemkhefkhem Selher, and Enpakhmoskhem Sataat |
| * 2
Cultists:
Masquerading as clerks\servants for Karptah & Ketkis. Names:
Besfertenhet Pakaat, Ibkenaktor Enten |
| * = played by GM |
| - = played by Ron Darbee |
| / = played by Jason Roche |
| @ = played by Jonathan Bristow |
| # = played by Jake Ellena |
| $ = played by Kristin Molle |
| WHAT |
| Backdrop |
| On the road to
Feihaus. The road travels mostly along or near the shore of
Lake Pargo through the Shutzwald forest. Very idyllic but
infrequently traveld road (most travel moves on the Lake). |
| On the Road |
| Might have a brief
encounter with Threva Vordinson, otherwise they dont
encounter any other travelers. |
| The Weary Druid Inn |
| Total
scratch/botch/bust from the word go. |
| The first night out
of Fallenheim, a big summer storm blows in off the lake.
They draw near a walled inn off the trail called the Weary
Druid. |
| Ultimately once the
PCs (or at least most of them) are asleep, the Undari will
attack. Their goal is to kill; they have been sent into the
Vold to disrupt the Prophesy. Both Karptah and Ketkis know
what the PC's look like, having been shown a vision by their
High Priest before departing. |
| Stay at The Weary
Druid Inn |
| If the group decides
to stay at the inn, they discover that a modest 9 man
"caravan" has already put in for the night and the stables
are full, though a temporary shelter can be managed for
Bjolloc for 3 extra silver. All the rooms save one are full
(it's a small inn), but there's enough space in the Common
Room to fit the party. The empty room can be let for 3 sp,
and its 2 cp to stay in the Commons. Food is 3 cp per meal,
and its 2 cp per cup of decent ale, more for better. There
are no accomodations for a bath (most folks just bathe in the
lake if they are of a mind to). |
| The merchants staying
there are Undari, ostensibly from Kasaad, though if anyone
in the party spoke Undari well enough they could tell that
they are actually from Landroth by their accents. The head
merchant, Shemrenebi Karptah (the Undari use a "last name,
first name" schema), and his "brother" Ketkis will be
downstairs lightly drinking and chitchatting when the PC's
arrive, with the four soldiers also
there but at a different table. This leaves one table with 4
chairs and 7 high seats at the bar for the PC's |
| Karptah will seek to
strike up a communication with the PC's if it seems wise,
otherwise the Undari will politely ignore the PC's. They
will wait until the PCs are settled in before attacking. |
| Avoid The Weary
Druid Inn |
| If the PC's look like
they are going to avoid the inn and camp in the wilderness,
the storms get heavier, washouts start to occur, etc. If
they insist on staying out in the cold & wet, then the
Undari caravan is not at the Inn but is on the road and
encounters the PC's while looking for a place to weather the
storm, or the PC's stumble upon their camp. Whichever works
out. The Inn is a better location as it's more interesting,
but either way. |
| Questioning |
| If the PC's manage to
capture any of the opposition, here's what they can find out
from them, potentially: |
| Cultists: They know
little save that: |
- There is a Cult of Tzoruul in
Zerlaaga
- Lead by a mysterious & highly
placed man called simply "The Most High"
- They were inducted as children
off the street like many others.
|
| L Cavalry: |
- They are of the Royal Cavalry Co.
of Zerlaaga
- Ordered to guard Karptah and
Ketkis
- Barraks rumors indicate that
something is going on at the higher echelons, but they
think its something to do with intelligence-style
operations
- People have been sent out on
numerous missions working around the "dark cloaks" over
the last 10 years. Common wisdom is that it isnt wise to
get nosy into their business -- some people have
reportedly been dissapeared for knowing too much.
|
| Kurtzen Kardenssen: |
- He's sworn to the exiled Raevoring
Torgath Torethssen (Refskegg's distant cousin)
- There are about 20 Raevoring
sworn to him left.
- Torgath has recruited new
followers from among mercs and Undari
- Torgath has allied with some
important people in the Landrothi government, but keeps
the details to himself.
- Torgath is a powerful para-military
mover in Landroth, advising the rulership.
- He doesn't know anything about the
Tzoruul thing; he just does what he's told.
- This is the fifth time in 10 years
he's come back into the Vold
|
| Karptah: |
- Will not talk unless extreme
measures used, and even then will give up as little as
possible.
|
| Ketkis: |
- If captured will do anything he can
to stay alive, including feeding the PCs info. Will try to
ingratiate himself until such a time as he can get away.
|
| WHEN |
| Midsummers Day Age of Power Year 1 Day
2.
There is a full moon out. |
| WHERE |
| Main Locality |
| In or around the
Weary Druid Inn on the way to Feihaus, in the Pargori Clan
Hold of the Vold. |
| WHY |
| Need a big group
encounter, give everyone a chance to work as a team, and set
up elements of the meta-plot. |
| HOW |
| Good old fashioned
On-The-Road site-based scripting. |
| DISADVANTAGES |
| Make sure the players keep up with their
Disadvantages. |
| Pretty
much a clean wash here as well. The only disads that were
played up were the cosmetic ones. |
| NAME | DISADVANTAGES |
|---|
| 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 |
|
| POST GAME ANALYSIS |
| This was one of
the top 5 all time worse games I've ever been party to in
twenty years of roleplaying. Highly dissapointing, and
perhaps the death knell for this campaign and play group in
its current incarnation. I'd rather not play at all than be
subjected to such a monmumental lack of involvement by
almost all concerned. |
| The only player
that even tried to interact with the scenario simultaneously
seemed to forget the 120 odd points of his character
specifically designed for exactly this sort of scenario. All
other players refused to talk to any of the NPCs, in any way
try to interact with the plot, discover what was going on,
or in fact do anything at all. |
| Finally, after
4.5 long hours of utter boredom I stopped the game after
several appeals to the players to do something -- anything
whatsoever -- fell on deaf ears.. |
| Every NPC was
blown off or ignored, and nothing was done by any of the
nine PCs save for Thrymri beyond sitting on thumbs and
looking bored. This group has a history of inertia bordering
on comas; prefering to sit around waiting for something
obvious that they have to respond to and letting everything
else go by the way side. Recently the group has shown some
improvement in that direction, but with the loss of Joe to
school and other Real Life concerns, the group seems to lack
any player with the capacity for leadership or direction. |
| At this juncture
it remains to be seen whether the game will progress any
further. |