Nine Arrows Adventure #7
Saturday April 17th, 2004, San Diego, CA
Clutching Nine Arrows
Who What When Where
Why How Disadvantages Post Game Analysis
WHO
PCs: (Master Summary)
Name XP DEX SPD SPD Chart
$ Ayden Hrdaled - 15 5 12 3 5 8 10
Did well fighting Rialta initially but was laid low by Fireballs and accidentally getting knocked back into one of Kjar's Stonespike areas while invisible. Was mistakenly believed to be slain and was left for dead under the mountain.
$ Fyrclian Bergansen - 17 3 12 4 8
Remained behind to see to the security of Ossveg while Kreiga went with the PC's. In reality her Claustrophobia Disadvantage led her to find any excuse to get out of going to Wundrak.
/ Kjar Kvaransen - 11 3 12 4 8
Extremely key in this adventure, using his spells well, though he hurt several allies with a Stonespike spell. Later tried to worm walk through the walls of Wundrak and was shunted into a warded cell by the old Varic Runes invested in the hold. There he found himself sharing a cell with the Druid Grimnir.
The two were later found and freed by the other PC's, thus Kjar missed the fight with the Stone Troll / Vorshek and the 2nd wave of Kor-Daen, but was present for the ambush on the way out. Kjar was crucial in the final fight as the fighters were all pretty banged up but he was still relatively fresh.
In another cell the PC's found Rialta, who had been shunted there after trying to teleport out of the hold when she was getting the worst of fighting with Kjar and Ayden. The group argued about taking her prisoner or leaving her imprisoned, but Kjar simply blasted the helpless sorcerous through the window in the door, frying her deader than burnt bacon with a few blistering skybolts. He was able to recover a couple of Spellbooks from her crispy corpse..
- Rogate Turvoldsen - 17 4 12 3 6 9
Was laid low early in the throne room fight. Was able to resume fighting for the second engagment, but was greivously wounded by the Vorshek. He was pushed over the edge during the final ambush on the way out and ended up bleeding out on the bottom of an underground river bed, and died there alone after the other PC's made good their escape.
/ Saemund Magnussun - 11 3 12 4 8
Man of the hour, Saemund struck the first blow in the engagement by snatching the Magical Hammer from the grasp of Chief Gragnek and striking him down with it. He similarly slew the champion, and dropped several Kor-Daen clansmen. Was effective vs the Vorshek, and helped the group fight their way out through the final ambush.
- Sonnenwende Mondfeuer - 15 3 12 4 8
Was badly hurt in the throne room battle, but was slain by the Vorshek in the later engagement. Unfortunately he was ill equipped to hurt the plate wearing Kor-Daen.
# Spatzenjager - 11 4 12 3 6 9
Spatzenwere   20 4 12 3 6 9
Spatzenwolf   17 4 12 3 6 9
Player left town on a trip, so I had the character wander off, disgruntled. The PC's believed him to have been killed by the Kor.
@ Vmundr "Thrymri" Finnvarsson - 12 3 12 4   8
Was the first slain by the Kor-Daen clansmen almost immediately after the battle was joined when Saemund struck down the Chief.
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.
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, 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.
Kreiga-Bragi Kolbeinssen: Born in Caer Horymir to Kolbein the Golden, who was moderately renowned for a great faring he had been on in his youth and known to be a great warrior. Kolbein was a weaponsmaster for his living and trained his only son as soon as he was able to hold a weapon.
By 16 Bragi was undefeatable by any of the Thegns in Caer Horymir, and journeyed to Steinern with his father to seek entrance into the Steinwach, which his father had been denied due to an emnity between his own father and the Laird in that day. Bragi was accepted after displaying his weaponscraft, and his father joyfully returned to Caer Horymir after having seen his beloved son don the ceremonial plate of the Stone Guard, succumbing to old age a few years later.
Bragi quickly became known as a great warrior and leader, slaying unghueur, Kor, and Undari alike with a skill that reminded some veterans of the likes of Farbjorn or Wahrgel. After slaying five Hurgur single handedly after being ambushed he was awarded the honor of being named Kreiga ("Warrior"), a Wundvolding honor that has only ever been awarded to less than 1 warrior per decade on average over the last 1600 years, allowing him a prefix in front of his name marking him as being among the greatest of warriors for all eternity.
Bragi is deadly with any weapon and moves with a grace that defies description.  6'6" 290 lbs, Blonde, blue eyes, moderately handsome, some mild facial scars. He feels rather useless around the steading, and has taken it upon himself to see to the tower's maintenance for Rognvald, and is trying to teach Ormund to be a proper Thegn.
Grimnir Norvison: Druid that resides at the nearby Stone Circle. He often travels and is not there, but he has a knack for showing up when absolutely needed. Distant, he doesnt fraternize with the people of Ossveg much. His predecessor, Hethgar, was much more open and involved with Ossveg, but he passed on almost twenty years ago.
The Opposition
* Rialta Foranvor: Mercenary Sorceress from Folgetovan.
Chief Gragnek: Kor-Daen Chief (weilds Zerstram (Hammer), Vushte (Sheild), and wears Vurzen (Helm),
Grumlak the Mighty: Pick weilding Kor-Daen warleader (has Spitze)
Yaglush the Vicious: Axe weilding Kor-Daen warleader (has Dyrnu)
Uzbul, Shablak, and Hulzgar: Captured Kor-Daen
Kor 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
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 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.
Wundrak
See Forge of Fury by WotC.
The main focus of the adventure, the PC's minus Fyrclian and plus Kreiga went to the Kor-Daen stronghold of Wundrak to regain the freedom of the captured Druid, Grimnir. Saemund unceremoniously attacked Chief Gragnek and eventually slew him, and then slew Yaglush. A massive running battle fought in three parts ensued, and several of the PC's were slain.
  • Thrymri was first to fall, cut down by a horde of Kor in the throne room battle
  • Sonnenwende fell to the Vorshek (Stone Troll) the group encountered in the forge room.
  • Rogate had been badly injured in the throne room fight. Saemund managed to stablize his condition with his first aid skill, but Rogate was hurt again in the Vorshek fight. He was being carried out when the group was ambushed near a underground stream. He ended up getting tossed in, which wasnt terrible since he had a waterbreathing spell Kjar had cast on the group earlier, but his wounds reopened and he bled to death.
  • Ayden was thought to be dead and was left in the same stream as Rogate, but after the game I was going thru my notes and realized he had taken a lot of damage from some fire effects that the sorceress Rialta was throwing around, and I forgot that the special property of Leather armor according to my weapons & armor rules is that it grants double def vs Fire and Explosions. So basically he had taken less BODY than originally thought and was technically still alive.
  • Earlier in the day before the group went into the Kor stronghold Spatzenjagr had gone out scouting and never returned. The group assumed he had been slain by the Kor, but I left it ambiguous. It was quite possible the independent and feral wolfman got fed up with the company of the idjits he was encumbered with and set out on his own. My basic think was that he had had an altercation with Saemund the day before over dominance, and it was pretty likely Saemund would have killed him. Spatz was forced to back down, and since he couldnt countenance subsuming himself to the Alpha male (Saemund), he was forced to become a lone wolf.
WHEN
Age of Power Year 1 Month 2 Week 1 Day 6.
WHERE
Start up
In the Weary Druid Inn.
Main Locality
In or around Ossveg and Wundrak in the Wundvolding Hold.
WHY
Site Based Adventure
HOW
Appealing to Greed, Heroism, Revenge, etc.
DISADVANTAGES
Make sure the players keep up with their Disadvantages.
NAMEDISADVANTAGES
Ayden HrdaledNormal 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 BergansenDF: 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 TurvoldsenNormal 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 MagnussunDF: 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
An entertianing session overall, though the players still seem to be largely incapable of interacting with the NPCs or setting in anything more than a superficial fashion.