| Saturday
April 3rd, 2004, San Diego, CA |
|
|
| WHO |
| PCs: (Master
Summary) |
|
Name |
XP |
DEX |
SPD |
SPD Chart |
| $ Ayden Hrdaled |
2 |
15 |
5 |
12 |
|
|
3 |
|
5 |
|
|
8 |
|
10 |
|
|
Used Spatial Awareness to
detect Rialta while she was Invisible and
started plinking her with Arrows but couldnt
manage to surmount her Mage Armor. |
| $ Fyrclian Bergansen |
4 |
19 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
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.
 |
|
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). |
|
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. |
|
NOTE: The Barding
is basically trashed and will need to be
repaired or replaced. |
| / Kjar Kvaransen |
4 |
11 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
|
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. |
|
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." |
|
It reminded me of the
Donny's ashes scene in The Big Labowski. A
total travesty, but hilarious. |
|
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. |
|
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. |
|
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. |
|
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. |
| - Rogate Turvoldsen |
2 |
19 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
|
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. |
|
Had his broken sword
fixed by an Aeldenaren waffshmied at a stiff
expense in Feihaus (OOC), and bought a spare
Longsword as well. |
|
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. |
|
Still just a high-STR
high-DEX damage monkey, straight out of the
plastic wrapper. |
| / Saemund Magnussun |
3 |
11 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
|
Really running the show.
Saemund doesnt say much, but when he does
it's meaningful. |
|
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. |
|
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." |
|
The group basically
shrugged him off, which made the ambush that
much sweeter. |
|
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. |
|
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. |
|
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. |
|
Saemund moved in and sent
Ruarg sprawling before he could follow up
and deliver a killing blow to the stunned
Fyrclian. |
| -
Sonnenwende Mondfeuer |
2 |
15 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
|
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. |
|
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. |
|
Continues to be the most
disappointing character of the set. On the
bright side at least he didnt spend this
session asleep. |
| #
Spatzenjager |
3 |
11 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
| Spatzenwere |
|
20 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
| Spatzenwolf |
|
17 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
|
Had better RPing this
session, interacting with the group a bit. |
|
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. |
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.
 |
| @ Vmundr "Thrymri" Finnvarsson |
3 |
12 |
2 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
| NPCs: |
| *
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. |
| *
Neferhenmhat Imeru: Landrothi Cavalary man that was
masquerading as Caravan guards for Karptah & Ketkis. |
| The Weary Druid
Inn |
| * 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). |
| Ossveg |
| 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. |
| 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. |
| The Opposition |
| *
Rialta
Foranvor: Mercenary Sorceress from Folgetovan. |
| Was invisible the
entire time. Fled after Kjar cast Living Monolith. |
| *
Ruarg Axebearer: Mercenary Kor-vashi. |
| Slain by Fyrclian
-- she choked him to death with her whip. |
| Kor-vashi of the
Kor-daen tribe. |
| * = played by GM |
| - = played by Ron Darbee |
| / = played by Jason Roche |
| @ = played by Jonathan Bristow |
| # = played by Jake Ellena |
| $ = played by Kristin Molle |
| WHAT |
| The Weary Druid Inn |
| Polath will be very
aggravated about events and will require payment in
restitution. Around 10 gc should be plenty. |
| Last Rites of
Reffskeg |
| Let the PC's decide
what to do with the body. |
| On the Road |
| The group will have
about nine weeks of travel before the next encounter. |
- 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
|
| Feihaus |
| 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. |
| 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. |
| 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. |
| Rollenhurst |
| 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. |
| 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). |
| 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. |
| Alarsvik |
| 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. |
| 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. |
| Stromweg |
| 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. |
| 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. |
| Tiefengruben |
| 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. |
| 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. |
| Ossveg |
| 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. |
| 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. |
| 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. |
| Ambush! |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| WHEN |
| Midsummers Day Age of Power Year 1
Month 1 Week 1 Day
4 thru Year 1 Month 2 Week 1 Day 5. |
| WHERE |
| Start up |
| In the Weary Druid
Inn. |
| Main Locality |
| In or around Ossveg
in the Wundvolding Hold. |
| WHY |
| 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. |
| HOW |
| Ambush! |
| DISADVANTAGES |
| Make sure the players
keep up with their Disadvantages. |
| 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) | | 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 |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |