| Saturday
April 16th, 2006, San Diego, CA |
|
|
| WHO |
| PCs: (Master
Summary) |
|
Name |
XP |
DEX |
SPD |
SPD Chart |
| $ Fyrclian Bergansen |
- |
20 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
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|
Good roleplaying. Kristin fell right back
into the role without a hitch. |
| # Kurtzen Kardenssen |
- |
17 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
|
Good first session for Steve; he will work
on the mannerisms for the next session, but
the overall characterization and vision for
the character was strong both in the current
timeline and the flashback. |
| / Kjar Kvaransen |
- |
11 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
|
Good old Kjar. Jay hit the ground running w/
Kjar as if there hadnt been a gap at all. |
| / Saemund Magnussun |
- |
11 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
|
Jay was lacking on Saemund a bit though.
Saemund is by far the more serious character
and I got the feeling Jay didnt want to open
his piehole and say something dumb or
otherwise out of character. Asked him to
work on it for the next session. |
|
| Significant NPCs: |
| Torgath Torethssen |
| Exiled Raevoring Sea-Reeve. |
| Bakuda Rabusha |
| Adventuring Landrothi (and devotee of
Tzoruul) |
| Ssarsa |
| Lizardman desert guide. |
|
Name |
DEX |
SPD |
SPD Chart |
| * Torgath Torethssen |
14 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
|
I played Torgath. I fell back on one of my
stock barbarian personalities and kept him
kind of generic because a) I didnt want to
overshadow Kurtzen and b) Im rusty as an old
fish knife. |
| # Kurtzen Kardenssen |
17 |
3 |
12 |
|
|
|
4 |
|
|
|
8 |
|
|
|
|
Since this is essentially Kurtzen's prelude I
let him basically drive a lot of the scenes
and the player, Steve, really stepped up. A
particularly key scene was after a fight
with a giant lizard that jumped the group's
caravan travelling thru the High Desert, the
surviving other mercenaries wanted to
abandon the journey and demanded to be paid
a share despite aborting. Kurtzen sent them
packing with enough supplies to survive
after a verbal confrontation. |
| $ Bakuda Rabusha |
18 |
4 |
12 |
|
|
3 |
|
|
6 |
|
|
9 |
|
|
|
Kristin played this character and was a
little overwhelmed, but made a game try at
it. Its a complicated character with a lot
of abilities to absorb, but on the
characterization side she did a pretty good
job of staying close to the intended focus.
Im sure next session will be better after
she has a chance to soak in what the
character can do. |
| / Ssarsa |
18 |
5 |
12 |
|
|
3 |
|
5 |
|
|
8 |
|
10 |
|
|
Jay played this character as only he could
-- infuriating but necessary. The group
wanted to kill him out of irritation, but
needed him to survive. This is practically a
specialty of Jay's and I knew there would be
no issues on that front. I am a little
concerned about the characters utility as a
Lss'Rss Psionicist. |
|
Only Lss'Rss can be Psions in the setting,
but I found out when I sat down and created
the character that the points don't stretch
as far with the newer system as they did
with the older Psionic rules. Also, the
Lss'Rss package costs a little more than it
used to. The combination made for a
character that is very thin for the points.
Will have to consider refactoring something
to make that a more viable combination. |
|
The character was still capable, but thats
at ~250 points. At ~125 the character
concept would have serious shortfalls. |
|
| * = played by GM |
| / = played by Jason Roche |
| # = played by Steve
Svarre |
| $ = played by Kristin Molle |
| WHAT |
| Flashback to Kurtzen' Past |
|
The session is going to revolve around an adventure from
Kurtzen's past. A little over 8 years ago Kurtzen and Torgath
were hired by a Landrothi aristocrat calling himself
Bakuda Rabusha (BAH-KOO-DAH RAH-BOO-SHA) while in
Worfinal. The job was to take ship from Worfinal to Alut
(the capital of Tinsha), and from there proceed into the
deep of the High Desert to search for a long lost and
forgotten about ruin. |
|
The purposes of the session are to: |
- Provide Kurtzen an opportunity for a prelude now that
he is an actual PC
- Introduce / put a face to some of the antagonists the
current timeline's protagonists are facing
- Accentuate / reenforce the story-driven /
saga-oriented nature of the campaign
|
|
There were also a couple of handfulls of other mercenaries
under their supervision, and an Ullu guide named Ssara was
also hired in Alut to take them into the desert. The other
merceneries perished, fled, or were killed by dangers along
the way leaving only Torgath, Rabusha, Ssara, and Kurtzen at
the end of the journey. |
| Giant Lizard and Red Shirts |
|
I want to illustrate the dangers of the High Desert, but I
don't want to waste a lot of time on it. Thus, I'm going to
toss a Giant Lizard at the group -- they should be able to
handle one of them without too much difficulty and it should
give them an opportunity to take the NPC's for a test spin. |
|
Also going to use some faceless minions in the form of the
other Mercenaries. Have a few expire from dehydration / heat
prostration, a few die to the lizard, and a few desert /
mutiny to illustrate the difficulties of the region. |
| The Ruin |
|
To give Rabusha a chance to really shine and be a key
player, going to use Undead guardians for the ruins. The
Machtig hate all things related to Death magic, and Tzoruul
does not support the use of Undead either so its something
both Machtig and devotees of Tzoruul can agree upon for
starters. For seconders, he has a number of effects that are
particularly effective vs Undead. |
|
Also, Kurtzen is relating this tale to the modern era
surviving Nine Arrows, and him relating the tale of Rabusha
destroying Undead might force them to reconsider what they
think they know about what they are getting into with the
Cult of Tzoruul. They think the cult practices Death Magic
due to seeing two women sacrificed in their vision from the
Druids Circle. The distinction might be too subtle for them
however, and sentient sacrifice is also very much against
Machtig beliefs in any event, whether its technically used
for Death magic of some sort or not. |
|
Overall, as long as the morality of it all gets confused and
things become less polarized black / white, the purpose will
have been served. |
| Whats Going On In Zerlaaga (that the
PC's know about) |
- There is a Cult of Tzoruul in
Zerlaaga
- Lead by a mysterious & highly
placed man called simply "The Most High"
- There are a number of fanatic (suicidally so)
cultists that were inducted as children
off the street
- The "Most High" is well connected to the upper
echelons of the Landrothi government.
- Often uses detachments of the Royal Cavalry Co.
of Zerlaaga for Cult business
- At least one of the Loruni (LORE-OON-EE; roughly equivalent
to a Captain) of the Cavalry, Inkopmut Shemepes, is
definitely a
member of the Cult
- Barraks rumors indicate that
something is going on at the higher echelons, but the
troops generally
think its something to do with intelligence-style
operations
- Cavalrymen have been sent out on numerous missions
working around the "dark cloaks" over the last 7 years. Common wisdom is that it isnt wise to
get nosy into their business -- some people have
reportedly been dissapeared for knowing too much.
- Prince Karhomat Ptahhet's name was
mentioned in relation to the cultists
- The Karhomat family rules Landroth.
Prince Ptahhet is the half-brother of the current King and is in his mid
40's.
- A military man in his youth, he
lead many daring sorties of the then-fledgling Landrothi
Cavalry (with Mercenary auxilaries) against the Kor-Dishan
tribe two decades ago.
- He defeated the Kor-Dishan's Chief
Gurak at Fagora Hai 18 years ago, winning the past two
decades of peace on that front as a result.
- He has a lot of influence in the
Landrothi government
- Is a national hero
- He is idolized by the current heir
apparant, Prince Karhomat Shesaafa, son of Shrogan.
- His half-brother King Karhomat
Shorgan has never really liked him because Ptahhet is much
more capable and has the favor of the people, and is thus
perceived as a threat.
- However, to all appearances Ptahhet
is a devoted nationalist and is loyal to his King-brother.
- Ptahhet is for all intents and
purposes the minister of defense, though there is no such
concept among the Landrothi. He is the royal that
effectively administers all military affairs.
|
| Whats Going On With Kurtzen (that he's
told the other PC's about) |
- He's sworn to the exiled Raevoring
Sea-Reeve Torgath Torethssen (Refskegg's distant cousin)
- Torgath and Kurtzen departed the Vold together and had
several adventures
- Eight years ago they met an enterprising Landrothi
named Bakuda Rabusha in Worfinal and were through a
series of unlikely events eventually hired by him to
participate on an adventure into the High Desert along
with several other mercenaries
- Most of the mercenaries died en route to the goal of
Rabusha's quest, with only Torgath and Kurtzen and an
Ullu guide named Ssarsa surviving to the end.
- Torgath and Rabusha established an unlikely
friendship on their journey, and when the adventure was
over Torgath accompanied him back to his home in
Zerlaaga.
- Kurtzen remained in Shidaal for a time, living from
his proceeds from the High Desert adventure, supplemented
with occassional caravan guard work.
- Several such trips took him through Zerlaaga and he
kept in touch with Torgath, who was still in cahoots
with Rabusha doing unspecified things, but definitely
gaining influence in the Landrothi government.
- A few years later Torgath was chartered to assemble a
crack unit of irregulars by Prince Karhomat Ptahhet. He
contacted his old sheild brother Kurtzen to be one of them
and Kurtzen returned to Zerlaaga.
- Torgath and Kurtzen recruited many crusty and
capable warriors to serve in this new company, which is
called simply "Torgath's Men", which has worked for the
Landrothi government almost exclusively for the last few
years.
- They like to recruit Machtig adventurers,
particularly young Herodi who don't ask too many
questions as long as they are kept distracted with
battle and wenches.
- From humble begginings with around 30 warriors, the
company now has around 100 elite and hardened warriors
and another two hundred greener troops.
- The unit is very individualistic and doesnt drill or
have a uniform or any formal nonsense like that. Their
only marking is a copper badge shaped like a round
Machtig shield with a longboat superimposed over a
falchion embossed upon it -- Torgath's mark.
- The group has had several successes versus Kor,
bandits, and have helped the Landrothi annex a few
settlements in Allishan, moving the border a little
further west.
- Due to his successes and connection with the ever
more influential Rabusha, Torgath has become a powerful para-military
mover in Landroth, advising the rulership.
- He has no official rank, but is
known to be in good with Prince Karhomat Ptahhet and
Prince Karhomat Shesaafa and effectively has peerage with
the Landrothi Barguris (BAR-goo-REEZE; Generals, or in
Machtig terms a powerful Reeve).
- Kurtzen has watched Torgath become ever more bitter
over the years and fears he has abandoned Machtig beliefs.
- Kurtzen has returned to the Vold five times in the
eleven years since his exile, but this was the first time he's guided
Undari.
- Kurtzen described Zerlaaga as being
"the kind of place you need a friend to watch your back
and another friend to watch his", and said that Machtig
are not welcome in many parts of the city, many merchants
will charge exorbitant prices, and so on.
- The group asked for potential
allies, and Kurtzen said that if they wanted to hire on a
team of heavy hitters to assist them that for sure could
be trusted not to side with the Zerlaaga government, they could
seek out a group called the Durodad, a small but crack Mercenary unit
from some far off Vorgaanese land that might be moving
thru Zerlaaga in a month or so if they follow their usual
pattern.
- Kurtzen indicated that:
- He knows of Doran Murfon -- he
says he doesnt know what his role is exactly, but he
moves freely amongst the Royal grounds and government
buildings.
- He has also heard of another
Vorgaanese Magic User, a Sorceress named Rialta, who is
rumored to be working with or for Doran.
- He indicated that the Black
Shields were a well known and large Mercenary Company out of
Shidaal, who were commonly understood to accept
contracts on the shady side. More importantly, he has
seen some contingents around the capital buildings and
assumes they are on retainer by the Zerlaaga government, or some Royal,
or someone else at the higher echelons.
- The Landrothi have built up their
Light Cavalry over the last eight decades, mostly to
fight off Kor raiders, but there are barracks rumors that
the Landrothi plan to take over Allishan based upon the
several Allishan villages that have effectively been
annexed over the last several years.
- The
group entreated him to guide them to Zerlaaga, appealing to
his Machtig heritage, and he reluctantly agreed, but said he
will not journey into Zerlaaga itself -- he prefers to make
a clean break with Torgath and let them assume that he is
dead. He plans to journey elsewhere and seek a new life for
himself while he still has a few years of his prime left.
|
| WHEN |
- Current time:
- START: Age of Power Year 1 Month 2 Week 1 Day
7
- END: Age of Power Year 1 Month 3 Week 1 Day 2
- Flashbacks:
|
| WHERE |
| Main Locality |
- Current timeline:
- Ossveg, the trail to Caer Allunbrenner and into
Landroth.
- Flashbacks:
- Worfinal
- Alut
- High Desert
|
| WHY |
| I want to cover the back story of
Kurtzen, which provides a perfect opportunity to detail
whats going on in Zerlaaga by showing the history behind it. |
| HOW |
| Flashbacks. |
| DISADVANTAGES |
| Make sure the players
keep up with their Disadvantages. |
| A couple of missed opportunities.
Jay forgot about Kjar's weird elemental aura, and Kurtzen
didnt really reflect his Rivalry w/ other warriors in a
couple of scenes where it would probably have been
appropriate, but in the bigger picture not that big of a
deal at this point. |
| NAME | DISADVANTAGES |
| Fyrclian Beorgansdotter | DF: Druid-touched (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) DF: White Streak in Hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
Enraged: Horses mistreated (Uncommon), go 14-, recover 8- Enraged: When in Claustrophobic Environments (Uncommon), go 8-, recover 14- Hunted: Osfrid 8- (Less Pow, NCI, Limited Geographical Area, Harshly Punish) Money: Poor Normal Characteristic Maxima Psych. Lim.: Claustrophobia (Uncommon, Strong)
Psych. Lim.: Daredevil (Uncommon, Moderate) Psych. Lim.: Equestrian Mentality (Uncommon, Moderate) Reputation: Killer of Thralls, 14- (Known Only To A Small Group) |
| Kjar Kvaransen | Normal Characteristic Maxima
DF: Aura of Random Elemental Sensory Affects (smell of ozone, smoking hair, rocky skin, moist air, sound of creek, crackle of fire, etc) (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) DF: Druid-touched (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
Psych. Lim.: Easily Distracted By New Magic (Uncommon, Strong) Psych. Lim.: Obsessed with Finding New Magic (Uncommon, Strong) Soc. Lim.: Zauberer Stigma (Machtig) (Frequently, Minor, Not Limiting In Some Cultures) Susceptibility: Entropic/Chaos Energy 1d6 damage Instant (Uncommon) Susceptibility: Negative/Unholy Energy 1d6 damage Instant (Uncommon) Susceptibility: Positive/Holy Energy 1d6 damage Instant (Uncommon) Susceptibility: Static/Law Energy 1d6 damage Instant (Uncommon)
Unluck: 3d6 |
| Kurtzen Kardenssen | Distinctive Features: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
Enraged: When reduced to Half Body or Half Stun (Uncommon), go 11-, recover 11- Hunted: Raevoring Clan 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) Money: Poor Normal Characteristic Maxima Psychological Limitation: Overconfidence (Very Common, Moderate)
Rivalry: Professional (with other Warriors), Rival is More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry, Rival is a Group Soc. Lim.: Dark Secret: Raevoring Exile (Occasionally, Major, Not Limiting In Some Cultures)
Unluck: 2d6 |
| Saemund Magnussun | DF: Druid-touched (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
Enraged: If Quality Of Work Or Honor Questioned (Uncommon), go 8-, recover 11- Hunted: Kor-Daen Tribe 8- (Mo Pow, Limited Geographical Area, Harshly Punish) Hunted: Pargori Huscarl 8- (Mo Pow, Limited Geographical Area, Watching) Normal Characteristic Maxima
Psych. Lim.: Aggressive Combatant -- Takes on Toughest Possible Opponent In Battle (Common, Strong) Psych. Lim.: Honest Quality Appraiser -- Announces Quality Of Weapons Fairly, For Better Or For Worse (Uncommon, Total) Psych. Lim.: Honorable Craftsman (Common, Total)Notes: Always fulfill contract to spirit and letter, keeps word, will not sell shoddy goods, guarantees work.
Reputation: Miser, 8- (Extreme; Known Only To A Small Group) |
|
| POST GAME ANALYSIS |
| Got off to a slightly rocky start
due to general rustiness and the fact that it had been 2
years since we left off on this campaign, but started
building up steam and finished off strong. |
| The flashback went off pretty well
despite a shaky start, and I had to use a lot more
exposition than I like to fill in the blanks and jump start
the continuity again. However, I consider this to
effectively be a first session despite resuming an old
campaign, and for a first session it was definitely a
success. |
| The battle with the Giant Lizard was
an interesting side act, and served its purpose in giving
everyone a chance to familiarize themselves with their
characters. I hate throwing players into a meat grinder
without a shakedown cruise. |
| We didnt have time to do the final
encounter due to starting late and taking a little longer to
get thru a couple of things than normal, so I ended the
flashback with a cliffhanger. Torgath pused Ssarsa into the
sand dune concealing the ruin when the untrustworthylittle
creature became shifty and seemed in a hurry to bail out of
there. After a pregnant pause Undead arms poked out from the
sand and grabbed the little Ullu. Cut! |
| The followup scene when we switched
back over to the main timline was a lot of fun and I'm glad
we did it. The shtick was the PC's were sitting around a
campfire a couple of days out of the Vold on their way to
Zerlaaga, and the intended feel was that Kurtzen has been
telling bits of his story to the others each night after the
stop to camp, and worked as both an effective segue and to
add to the versimilitude of the flashback shtick. |
| The inter-character banter was
pretty good, and shows all signs of being able to pick up
where the campaign left off exactly two years ago to the
day. |