Nine Arrows Adventure #8
Saturday April 16th, 2006, 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
$ Fyrclian Bergansen - 20 4 12 3   6   9
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)
  1. 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.
  2. 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)
  1. He's sworn to the exiled Raevoring Sea-Reeve Torgath Torethssen (Refskegg's distant cousin)
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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:
    • 8 years ago
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.
NAMEDISADVANTAGES
Fyrclian BeorgansdotterDF: 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 KvaransenNormal 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 KardenssenDistinctive 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 MagnussunDF: 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.