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[Actual Play] D&D 4e: Shadows over Fallcrest

Started by jgants, January 24, 2009, 12:57:47 PM

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jgants

Session 21 - Cast of Characters

Al - Human Wizard
Leigh - Eladrin Wizard
Scrag - Half-Orc Warden
Silas - Human Avenger

and introducing
Larrak - Dwarf Fighter
Durmindin - Wilden Shaman
Challa Kri - Kalashtar Paladin
Tiberius Enchilada - Human Warlord
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

#166
Session 21 - Scene 1 (of 10)

Al, Leigh, Silas, and Scrag attend to Merend’s body in the Temple of the Sun with Grundelmar and Berend while Zena and Krolec are out running personal errands.  Berend explains that Merend will be held in repose for a week before being laid to final rest in the temple catacombs, to give the local followers of Bahamut time to pay their respects.  

He then removes Merend’s magic suit of chain armor, giving it over to the others, telling them Merend would want them to have it.  Scrag wonders to himself who else would use dwarf-sized chainmail.

Grundelmar praises Merend for gloriously dying in battle.  He is interested to hear about what happened in the cemetery, and Scrag briefly mentions that Merend was crushed by a zombie hulk.  Grundelmar goes on to ask if the cemetery is clean now.  Leigh explains that the dark crystal was destroyed, though the guardian there mentioned a missing shard.  Grundelmar wonders if it has anything to do with that cult of Orcus that Marla mentioned being a problem in Winterhaven.

Leigh briefly mentions that the group should probably stock up on healing potions not that they are between missions, but Grundelmar has none to sell so they will need to make a trip to the temple of Erathis at some point.  Everyone then leaves for the night.  

Al and Silas return to their homes, while Scrag and Leigh decide to honor Merend by going out drinking.  They manage to avoid over-celebrating, and eventually return home.  Sometime later, Al finds himself unable to rest and goes out for a quick drink, disappointed he missed the others.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

#167
Session 21 - Scene 2 (of 10)

The next morning, the four of them meet back up at the shrine of Bahamut.  On their way through town, Leigh notices some of the townspeople are happy to see them and wave greetings.  However, other townspeople seem to give them cautious, even unfriendly looks.  Scrag is particularly not happy to see that several of the town guardsmen in particular seem to scowl at them when they pass.

When Silas arrives, he has a story to tell about his evening.  When he returned to the temple, he was called in by the high priestess, Dirina Mornbrow.  Mornbrow went on to explain to Silas that Merend’s attitude in the temple the other day had upset some of the younger priests there, particularly Father Goffman.  Goffman and the others have begun preaching to their followers that Silas’ group are little more than greedy bullies.  Dirina stressed that she doesn’t necessarily feel the same way – she sees the group as inexperienced in dealing with people and in need of learning humility, but not intentionally being bad people.  

Nonetheless, she has no intention of interfering with Father Goffman and the others, as it will be all part of the learning process (of humility for the group).  In the meantime, she told Silas that he would have to either move out of the temple or cease his association with Merend’s group.

Silas then explains he has some personal matters to attend to, and some thinking to do, and leaves.  Scrag is nearly horrified by the events, wondering what other damage Merend did to the group’s reputation before his death.  Al and Leigh, perhaps still not grasping the seriousness of the situation, have little reaction.

Leigh decides that their next move should be to inform Lord Markelhay that the cemetery has been cleared.  As they make their way through town, a soldier approaches them.  Leigh recognizes him as Sgt. Gerdrand, the guardsman they met back in the plaza during the drow attacks.

Gerdrand expresses his good luck in finding the group.  He’s been looking for them, as Lord Markelhay has called for an audience with their leader.  The sergeant then notices that Krolec is not around, and mentions he knows their other leader, the dwarf, was killed.  He asks who speaks for the group now.

Al immediately volunteers himself before Scrag or Leigh can say anything.  Sgt. Gerdrand leads everyone up to Moonstone Keep, where Leigh and Scrag stay in the waiting hall while Gerdrand leads Al into Markelhay’s audience hall.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

#168
Session 21 - Scene 3 (of 10)

Lord Markelhay begins by expressing his gratitude to Al for the group’s efforts in cleansing the cemetery of evil and restoring some peace to the city.  Al gladly accepts the praises.  Markelhay then goes on to explain he hopes his previous comments won’t sound disingenuous, but there are less pleasant matters he needs to discuss.  Al nods understandingly, waiting to hear what Markelhay has to say.

Markelhay will go on to explain that some new problems have begun to creep up, though Merend’s death will actually help a little.  But before he died, Merend upset several influential people in town with his gruff and demanding manner.

Most importantly, there’s the high magistrate, Damakos.  Merend’s flagrant disregard for the magistrate’s position apparently angered him so much that he simply had the dark creeper (that they had asked Markelhay to look into) escorted out of town.  Markelhay remarks that who knows what trouble that will bring in the future.  

Al doesn’t seem overly pleased, but keeps a calm demeanor.  He tries to be assertive in the conversation, saying that the dark creeper had been involved in a killing and that he feels Markelhay should keep a firmer hand on his magistrate.  Markelhay sympathizes a bit, explaining that the magistrate is an old man and set in his ways with regards to things like proper procedures, decorum, and demanding respect for his position.  He is also well connected in the city, so Markelhay tends to have to put up with his eccentricities.

Which leads Markelhay to his next point.  Worse, Damakos’s grumblings have started to inspire a wave of resentment amongst the town guard, who feel that Al’s group is getting undue glory and recognition.  Again, Markelhay pre-emptively sympathizes before Al can raise too many objections, simply stating that naturally some will react with jealousy.

But, the situation is worse still.  Markelhay tells Al he understands Al led Eric Pembridge into the cemetery.  Al responds he was just doing as he was asked, and makes a derogatory comment about Sir Eric’s cowardice under fire.  Markelhay goes on to explain that the trouble Damakos is stirring up is playing right into Lord Pembridge’s hands – who has been demanding that Al be arrested for attempted murder of his son.

Al immediately reacts with hostility, barely even letting Markelhay get a word in to say that he’s been able to hold off on the charges because he doesn’t believe them.  Al then begins to go off on Markelhay for playing political games instead of just eliminating Pembridge and the others (including the magistrate, who Al thinks should be killed as well).  Markelhay, trying to keep the situation under control, stresses that he considers the group important allies, but they need to tread more carefully.
Al’s skewed view of the world taints his discussion.  Unaware of the realities of feudal politics and misinterpreting Markelhay’s genial nature for weakness, he goes too far, calling Markelhay a weak-willed politician.

Markelhay responds more firmly, telling Al he needs to remember his place, and that as lord of the city, Markelhay is still in charge.  He pointedly tells Al that the group needs to be mindful of how they treat others, learn some humility, and respect the authority of the city and its lords - their acts of hubris in trying to bully everyone is doing them no favors.

Before Al can respond with more defensiveness, Markelhay goes back to a more pleasant demeanor and explains he has a plan to get public opinion back on their side.  He suggests the group sponsor something to raise the town’s spirits – such as a grand re-opening of the Tombwoods.  Al is skeptical at first, but warms to the idea when Markelhay explains that it will include a memorial to all who have fallen to the undead there over the years, prominently featuring Al’s fallen companions.

All is going well with the discussion until Markelhay proposes they split the costs for the event between the city treasury and Al’s group.  In a moment of fatal miscalculation, Al decides that Markelhay is simply trying to get money out of them and not worth his time.  After suggesting where Markelhay can stick his plans, Al turns and begins to leave.

Markelhay has had enough of Al’s egomania and insults.  He orders the guards to seize Al.

Al immediately responds by starting to cast a spell at Markelhay.  The guards react quicker, however, quickly cutting him down with their swords.  His corpse is unceremoniously hauled out of the audience chamber as the chamber maids begin scrubbing the blood off the floor.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

#169
Session 21 - Scene 4 (of 10)

Sgt. Gerdrand emerges into the waiting area where Leigh and Scrag are sitting.  They can’t help but notice that Gerdrand is followed by a dozen soldiers with their swords out, all looking tense.  Scrag knows something bad is up.

Gerdrand immediately confirms Scrag’s speculation, flatly telling Leigh there has been an “incident” and Al has been executed for high treason.  They are to escort her and Scrag out of town.  They have been banished from the city.

Leigh immediately launches protests, as her family lives in town.  She makes it very clear she has no intention of leaving.  Scrag fears for his life, sensing this could end badly.

Sgt. Gerdrand, however, does not want any more bloodshed.  He decides to try and negotiate with Leigh.  His immediate concern is that she and Scrag may pose a danger to Lord Markelhay, whom Gerdrand is sworn to protect.  While Scrag openly proclaims their innocence and that Al was a loose cannon, Leigh is more guarded in her words.  Eventually, she and Gerdrand come to an understanding that neither side wishes to harm the other as long as they aren’t a threat – a non-aggression pact of sorts is made between them.

With that out of the way, Gerdrand explains that, for security reasons, the group will no longer be able to see Markelhay in person.  From now on, all communications are to go through Sgt. Gerdrand or other sergeants in the guard.

Gerdrand goes on to demand an act of good faith from the group.    When Leigh asks what he has in mind, the sergeant explains about Markelhay’s plan for a celebration.  Leigh agrees, but only if Al is included as one of the honored dead.  Gerdrand, thinking for a moment, agrees that it would be an excellent idea; as it is best that the townspeople do not discover the truth of what happened.  Leigh and Gerdrand come to an understanding that the official story will be that Al succumbed to wounds suffered during the tombwoods campaign.

Gerdrand goes on to explain his thoughts on how to make the celebration a success.  He agrees to a ceremonial blessing at the event, suggesting they invite Berend, Grundelmar, Dirina Moonbrow, and Father William to speak; mentioning that Moonbrow will be particularly important since the group managed to upset the Erathis temple.

The sergeant then goes on to say that after the celebration, Leigh’s group (as she is now the apparent leader, being one of the last people standing) should focus on completing their obligation to clear out Kobold Hall for Lord Hepplewhite (which they will still be compensated for, per their previous agreement) and perhaps try to find the assassin Rufus the Red.  After that, Gerdrand mentions it would probably be a good idea for the group to leave town for a while, and let tensions die down a bit.  Leigh agrees, suggesting it will take a while to deal with Kobold Hall anyway (though Gerdrand hints they may need to be gone a little longer than that).

The last item of business on Gerdrand’s agenda is the food and drink for the celebration.  He strongly suggests that Leigh’s group “donate” the refreshments as part of gaining the goodwill of the townspeople.  He goes on to explain that the townspeople are not bad or ungrateful, merely a bit jealous, particularly during the difficult economic times because of the kobold activity disrupting trade along the road to Winterhaven, which isn’t being made any better by the Erathis priests and other spreading rumors about “mountains of treasure” that the group took out of the cemetery..  Leigh reluctantly agrees, though tries to make the group sound as poor as possible (with the price of healing potions and resurrections and all).  In the end, she tries to offer 30 gold but Gerdrand explains she should just go hire a caterer herself.

After they leave the keep, she and Scrag manage to find someone to provide the food and drinks for a reasonable cost of 50 gold.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

#170
Session 21 - Scene 5 (of 10)

A few days later, the festivities begin in the tombwoods.  Markelhay announces that Berend is to give the opening prayer.  With his suspicions about what happened to Al and his sympathies with Merend’s ordeals, Berend gives a pointed prayer, praising the dead while pointing out how they made sacrifices while others in the town benefitted but only watched.  Berend goes on to proclaim the dead as shining examples of people helping themselves, and calls them paragons of honesty, bravery, and integrity.
   
Next up is Grundelmar’s speech, issuing a prayer to Pelor.  He states that Pelor has shone a light upon the cemetery through the actions of the deceased (and survivors), cleansing it from darkness.  The prayers go on to discuss how everyone needs to be a point of light, and join together to create a blazing beacon to drive the darkness from the land.

After Grundelmar is Dirina Moonbrow.  Her prayers are to Erathis, discussing how a society’s treatment of its dead is as important to a sense of community as how it treats its living.  She goes on to talk about the restoration of the glory of the Nentir Empire.  That her prayers do not directly address the dead members of Leigh’s group does not go unnoticed.

Finally, there is Father William.  He says a short prayer granting rest to all the dead of the cemetery, and goes on with a brief discussion of the necessity of death as a natural stage of life.  He closes with a prayer to the Raven Queen to re-consecrate the grounds of the cemetery.

With the speeches over, the hors d’oeuvers and ale are served and everyone begins to mingle.  The crowd at the celebration is fairly large.

Near Berend is a small group of adventurers – including a gnome sorcerer, human wizard, and two razorclaw shifters (one a druid, the other an avenger of Bahamut).  Scrag recognizes them as Berend’s new companions – Sax, Vector, Tor, and Dante.  He goes over to say hello and Berend discusses how their group is planning their next outing.

Nearly all the lords of the city are in attendance at the party, though they gravitate to opposite sides of the gathering.  On one side stands Lord Markelhay, Lord Montigue, Lord Nimz, and Lord Hepplewhite.  Leigh notices Markelhay is guarded by Sgt. Murgeddin (the dwarf in charge of Wizard’s Gate) and Sgt. Munley (a famous female soldier who once stopped another of the town guard who went mad and started killing other soldiers in town).  Next to Hepplewhite stands his bailiff, Stevenson.  Lord Varys does not appear to have come.

Leigh overhears Lord Nimz complaining about construction delays at Raven’s Roost.  After talking with Berend’s group, Scrag notices Sgt. Munley and decides to go talk to her.  As he gets near, she immediately goes on guard.  But Scrag speaks quite nicely, praising her skills and reputation, and once again trying to impress upon someone that he is his own man and does not condone the actions taken by his former teammates.  Sgt. Munley doesn’t seem to know what he’s talking about, but agrees to pass on the message.  She then tells him she’s busy working, but smiles as she explains she wouldn’t object to talking with him some other time when she’s not busy.

On the other side of the party are Lords Pembridge, Groddic, Ruddiger, and Reiner.  Groddic’s advisor Salazar stands out in the crowd with his fanciful foreign robes and equally foreign appearance.  Leigh does note that Pembridge’s son, Sir Eric, is conspicuously absent.  She also notices that High Magistrate Damakos wanders over to Pembridge at one point, with the old tiefling talking to the lord in hushed conversation; which at one point causes them to look in her and Scrag’s direction.

Scrag notices another group looking their direction as well, a younger priest of Erathis.  Scrag goes over to find the man in discussion with several followers.  After making initial comments disparaging Merend’s actions towards the temple of Erathis, Scrag manages to get the priest to warm up to him a bit.  The priest introduces himself as Father Goffman.  The two then briefly talk, with Scrag insisting he is his own man and Goffman genuinely surprised by his accommodating demeanor.  By the end, Goffman starts to reconsider his position – perhaps it was mostly just Merend being a rotten apple in the group.

On his way back over, Scrag spots another man looking in Leigh’s direction - a younger middle-aged human, balding with pale white hair and blue eyes.  He can tell the man appears to know Leigh.  Scrag goes over to Leigh to point the man out.  She spots him, but doesn’t elaborate to Scrag whether she knows the man or not.

Shortly after, he walks over.  Greeting Leigh, he calls her “Anna” and mentions it’s been a long time; neither Leigh nor Scrag express much interest in the fact he calls her by a different name.  The man then greets Scrag as well, introducing himself as Harlan Fogarty.  Leigh remarks she can’t remember exactly how long, but appears (at least to Scrag) to know the man.  Fogarty praises Leigh about the recent clearing of the cemetery and how nice of a party they are throwing; but below the man’s surface smiles and friendly demeanor, a sense of hostility appears to be seething.  Fogarty then leaves, reminding Leigh he’ll “see her around.”

The next couple of hours are spent talking with old friends and acquaintances.  Shaelynna, Dillis, and Rhonda have come up from Harkenwold to attend.  Leigh also notices Quinn and Lucan in the crowd; Lucan is as stoned as ever.

Several relatives are also there.  Al’s mother and grandfather attend the ceremonies with their sense of grief still strong (Lord True Value, on the other hand, apparently did not choose to make an appearance).  Mitka’s younger brother, Vanka, is in a likewise state.  Krolec’s father, mother, and sister manage to make the festivities while Krolec himself is out busy on family business.

Krolec’s sister, Jantor, talks briefly with local merchant Eli Leng.  He is showing off a strange statue that Shaelynna brought him up from Harkenwold.  The bizarre creature on the statue looks as odd as ever, and the claws on it are so sharp that at one point Jantor cuts her hand on it, forcing her to leave early to get it bandaged up.

Other people Leigh recognizes are historian Paul Cranewing, whom she met at the dinner party at Markelhay’s, and artist Honoria Mellnor.  While Cranewing complains about the destruction of historical remains at the cemetery, Mellnor goes over to talk to Leigh.  She thanks Leigh again for the sketch the group provided her, noting that it was quite accurate now that she can see the original.  She invites Leigh and Scrag to come by her art gallery that evening to look at the completed portrait.  Leigh agrees.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

#171
Session 21 - Scene 6 (of 10)

Some time later, Berend stops over with a completely different group of apparent adventurers including a dwarf fighter, human soldier, an exotic looking female human paladin, and some kind of plant man.  Berend introduces the dwarf as Larrak, Merend’s last surviving blood relative.  It seems that on Berend’s trip back from Asandar, he met Larrak at the temple of Bahamut and found out Larrak was related to Merend.  Larrak and his allies were travelling to come meet Merend for the first time, but sadly arrived the day after he was killed.

Berend, a busy man, leaves the two groups to get to know each other.  Larrak’s allies introduce themselves as Challa kri - a paladin of Bahamut, Durmindin – a wilden shaman, and Tiberius Enchilada – a warlord.

Challa seems to have a pleasant demeanor, and talks easily with Leigh and Scrag.  Larrak is more closed-mouth than his cousin, but appears to have a similar grumpy demeanor.  Durmindin (or Durmi, as Tiberius calls him) causes a lot of confusion by always speaking of himself in plural; Challa explains that as a creature of nature, Durmindin considers himself part of a greater collective.  Tiberius seems primarily interested in the group’s tactical capabilities, and is quite unsure about wardens being an adequate replacement for a fighter in a group; Scrag manages not to get too upset, bragging about his panther form (which Tiberius considers “unnatural”).

Challa, Durmindin, and Tiberius begin explaining to Leigh how Durmindin senses a great corruption in this area and how their group wishes to cleanse it.  While this is going on, one of the servant girls at the party makes a point to get Scrag away for long enough to offer a dwarven fungus cake.  He happily accepts, only to find that instead of a napkin, the cake was on top of a special note.

Looking it over, the note reads: “My friends, I regret I am unable to attend today’s festivities.  I would, however, like to render my assistance by alleviating some of the unfortunate circumstances you find yourself in.  You want to look for a man in town named Vargas; they say he’s fond of drink.  I’m told he knows people who know people who know a certain man fond of red wolves.  Follow the trail, and you should find what you need to weaken your opposition.”  It is signed with a “V” – another message from Varys.  

While Scrag reads the note, Leigh spots Tobolar, the halfling apprentice to Nimozarran, heading her way.  Tobolar expresses his regrets that Nimozarran’s age and declining health prevented him from attending the party.  He informs Leigh that Nimozarran wishes to see her right away.  She explains to him that she has previous engagements, and will come by the next day, if possible.  Tobolar agrees to take the message back to the wizard.

Scrag pulls Leigh aside for a moment to show her the note.  After reading it, she tucks it away.  Scrag explains he didn’t want these new people to see the note since they have no reason to trust them.  Leigh agrees it was a good idea.  She explains to Scrag that the “red wolf” comment refers to Rufus the Red, the assassin that recently eluded them.

Leigh notes that their group is almost completely depleted at this point.  Zena’s reoccurring health problems (she is currently bedridden with Owlbear Flu) mean they can’t count on her all the time.  Silas hasn’t completely committed to the group yet.  And everyone else but Krolec is dead.  They may need to try and join up with this new group of adventurers.

Meanwhile, the others begin discussing Leigh’s group.  Larrak doesn’t like how involved they are with the local leaders (as far as Berend has explained, anyway).  He believes the city powers that be are largely users who will use adventurers as cannon fodder and sees this celebration as a sham.  Challa reminds him that Leigh’s group probably deals with the city leaders out of necessity and that diplomacy is often needed.

Tiberius is disappointed with Leigh’s groups’ tactics and combat ability, remarking that they will need extensive training (particularly Scrag).  However, he does note that because of their experience in the cemetery, they may be useful in tracking down the necromancer he’s been looking for.  Durmindin agrees that joining together could be useful in order to cleanse the area and restore everything to its natural state of order.  There is one thing that all four agree on – they want nothing to do with the city lords and their game of thrones.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

#172
Session 21 - Scene 7 (of 10)

When Scrag and Leigh return, Challa explains their proposal for an alliance.  She announces that their group would like to help out with any missions they have as long as they are purging the area of corruption.  Challa then stresses that they do not, however, want anything to do with the local politics.

Leigh responds that the politics is part of the corruption.  Tiberius describes it as a cancer in the city, and he doesn’t want to go anywhere near it.  As part of that, he will require full disclosure as to their current entanglements in the local politics.

Leigh explains to Tiberius and the others about their mission to clear out Kobold Hall as part of a favor to Lord Hepplewhite as well as to help clear the road for trade with Winterhaven.  Tiberius explains Kobold Hall as a case of the corruption of the city drawing out other corruption.  Meanwhile, Larrak watches Leigh closely, making sure she is telling the truth.  Everyone agrees that Kobold Hall is a just cause.

Leigh then discusses their other current issue – Rufus the Red.  She briefly explains how Rufus kidnapped Stevenson and used that as a distraction while he killed Lord Barret.  Tiberius finds it curious they were drawn out of town; clearly someone considered them a threat.  He asks who sent them on the mission to get Stevenson, and Leigh replies that it was Lord Markelhay.

Tiberius is curious what Leigh thinks of Markelhay.  She describes him as being “vaguely on their side.”  Tiberius wonders about the possibility that Markelhay is manipulating the group for his own ends.  Leigh doesn’t necessarily disagree or agree.

Durmindin is now curious, asking if the group has any allies.  Leigh mentions the only person she considers a strong ally is Lord Varys.  But after she explains how he helps the group, Tiberius isn’t so sure.  He wonders if Varys is just pretending to be friendly.  Larrak suspects Varys helps Leigh’s group in small doses, but is likely staying covert because he’s waiting to see who wins.

Leigh defends Varys to a degree, saying that he seems to have a vested interest in things that are for the good of the city, although she acknowledges the possibility of manipulation.  Larrak makes a point of noting that no one in the city has backed the group financially, although everyone knows it is generally understood in society that adventurers must pay their own way, even if their actions may benefit others.

With the discussion of the lords of the city drawing to an end, Leigh brings up the other members of her group – Zena, Silas, and Krolec.  Tiberius is happy to learn there is at least one true warrior in their group (Zena).  Scrag scoffs at the obvious taunt.

Attention then turns back to Varys’ note.  Tiberius is worried the note may be part of some kind of trap.  Leigh once again voices her opinion that Varys is more genuinely helpful than anyone else in the city.  A fact that (the paranoid) Tiberius finds suspicious – as who is more likely to plot against someone than their closest ally.  But, Tiberius does say that even if it is a trap, they’ll still need to spring it in order to find out what’s going on.  Leigh agrees.

Tiberius then asks to read Varys’ note.  He remarks on Varys’ verbose writing style.  Leigh agrees that Varys tends to write a bit flowery.

Wanting to pick up on Rufus’ trail as soon as possible (as its already been a week or more since the killing), Leigh contacts a courier to send a note over to Honoria Mellnor, telling her that something has come up and she will need to stop by the art gallery tomorrow instead.

Leigh then prepares to lead the group out to the nearest mid-range bar in town.  However, Larrak has a different idea.  He and Challa would rather keep the two groups separate for now, since no one in town is familiar with them yet; it might get them more information that way.  But they don’t split up very far; Larrak makes sure to pick the nearest bar to the one Leigh picks.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

#173
Session 21 - Scene 8 (of 10)

Leigh and Scrag decide to go in and sit down at the bar.  Looking around, they spot a largely working-class type of craftsmen and laborers crowd in the bar.  Scrag sits next to a middle-aged man who appears to have been drinking heavily.

After issuing a brief greeting to the bartender, Scrag orders a mug of dragon’s breath ale; which the bartender happily provides.  Leigh asks for something “a bit lighter”.  The bartender, not exactly sure what to provide, decides to give her a dry sherry.

The drunkard next to Scrag puts his arm around Scrag, and starts calling him “Buddy.”  He is happy to see Scrag is ordering the “good stuff.”  Scrag decides to order the man a mug as well.

Leigh is able to get out of the man that his name is “Bob” and he’s a bricklayer.  Scrag likewise pretends to be a laborer in town.

Meanwhile, Larrak, in the bar nearby, asks the bartender if he knows a man named Vargas.  The bartender doesn’t recognize the name.  Durmindin, Challa, and Tiberius, who aren’t drinkers, stand by while Larrak orders a few drinks.

Tiberius spends some time making friends with some of the other guys in the bar.  A couple of carpenters hear him asking about Vargas.  They wonder if he means the guy who works for Schlomo.  

Tiberius finds it difficult not to laugh at the response, but eventually is able to get out of the men that they are referring to Maury “Schlomo” Schulman, who operates the Schulman Transportation Company in town.  Vargas is a carriage driver there.  Larrak and Tiberius express doubts to each other that the man they are looking for would be working as a coach driver.

Back over at the other bar, Scrag asks Bob about Vargas.  Bob’s response, “you mean, the thief, right?” ends up a bit louder than they would have hoped, but Leigh and Scrag can at least confirm they are on the right path.  According to Bob, Vargas specializes as a “second story guy” (a burglar) and hangs out at the Lucky Gnome Taphouse, the local dive bar.  Scrag buys the man a half gallon of dragon’s breath ale as a thank you, while Leigh silently wonders if the man will be found dead the next morning from drinking that much.

By sheer coincidence, over in the other bar, Larrak is also talking about heading to the Lucky Gnome Taphouse, after remembering Berend mention that Mitka, another rogue, frequented the bar.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 21 - Scene 9 (of 10)

Both groups meet up unexpectedly outside of the Lucky Gnome Taphouse.  They decide to share what they've already found out.  Everyone agrees that Scrag should be the one to go in the bar, as he is closest to fitting in with the rough clientele there.

Scrag goes in and assesses the customers, hoping to spot someone who looks like a rogue.  To his dismay, everyone in the building looks like a rogue; there is not a head of full teeth or a face without scars to be found.  Several small fights occur in corners, as does illicit activities with streetwalkers.  Others are drinking heavily, throwing darts (and not always at the dart board), or arm wrestling.

Knowing that Vargas specializes in second story burglary jobs, Scrag looks for a man who is tall, but not too tall, and on the thinner side, who is drinking heavily.  He spots such a man sitting alone at the bar.

Scrag goes over and sits by the man, asking the bartender for a dragon's breath ale.  The rough-looking eye-patched bartender slams down an obviously dirty mug in front of him filled with the ale.  Scrag tries making conversation with the bartender about looking for a job to pull, but the bartender dismisses the idea, saying he knows nothing about that.

Scrag then changes tactics, talking with the man directly and buying him a couple of drinks.  After engaging him in a bit of small talk, the man introduces himself as Vargas.  When Scrag asks what Vargas does for a living, he responds flatly, "carriage driver."

Scrag continues talking to Vargas, turning the conversation towards him looking for work.  Vargas seems half-interested, but once Scrag explains his specialty is being big and tough, Vargas explains that "the boss" isn't usually looking for muscle.  As Vargas further explains, they need guys with a talent for finesse.

However, Vargas is eventually won over when he finds out that Scrag lives in a shack and just wants jobs for excitement, not money.  He remarks he can see why Scrag isn't a member of the local (thieves') guild.  Scrag just responds that his needs are modest and he doesn't want to get hooked up with any unions.  They make an arrangement to meet up again at the bar the next evening.

Watching from an outside window, Larrak can't tell how Scrag's conversation is going.  He's a little worried Scrag lacks the conversation skills and subtlety required for the job.  Being the only other member who could remotely not get noticed in the bar, he decides to go in.

As Larrak walks over to the bar, he can see Scrag and Vargas in hushed conversation, but can't make out what they are talking about.  As he gets closer, Scrag gets up and starts heading out so Larrak decides to head to a different corner of the bar.

Walking over, Larrak finds a tall, husky man blocking his way.  The man asks what Larrak is doing in a place like this, commenting that he has excreted larger wastes than Larrak.  Larrak, unfazed, challenges the man to an arm wrestling contest for a drink.

At the table, Larrak deduces from the others crowded around that the man is named Bull Hurley and an accomplished arm wrestler in the bar.  Larrak starts off strong, but quickly fades and loses the match.  Undeterred, Larrak buys the man a drink then negotiates for a rematch.  Hurley agrees.

This time, Larrak slowly builds up the force he uses in the match.  It pays off, and he wins.  After getting Bull to agree to a double or nothing third match, Larrak wins again.  Hurley buys Larrak a couple of drinks then leaves the bar, humiliated, as others laugh at him.  Larrak then leaves as well to find out what information Scrag got.

He catches to Scrag and the others a couple blocks away.  Scrag is explaining how he identified Vargas and set up the meet for the next evening.  Tiberius and Larrak, however, don't want to wait.  They'd rather grab him tonight.  Scrag insists on wanting to do it his way.  Challa explains the relative risks of grabbing the man now vs. later.  Eventually, the group decides to grab the man tonight.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 21 - Scene 10 (of 10)

It is decided that Larrak will go back inside and keep an eye on Vargas while the others position themselves outside.  Tiberius will stay in view, while Scrag, Leigh, and Durmindin will hide back in the alley shadows.  Challa will watch the rear door.

Scrag goes in and sits down next to Vargas, using the same stool Scrag sat in before.  After engaging Vargas in brief conversation, he buys them both a drink and quickly downs his.  He then orders a second round.  He's getting around to ordering a third when Vargas explains he doesn't want any more drinks as he has to get up and work in the morning.

After finishing his second drink, Vargas gets up and heads for the door.  Larrak waits until he exits then heads out the back to inform Challa that Vargas is on the move.

Scrag, from his hidden location, spots Vargas and signals Tiberius.  Tiberius then maneuvers behind Vargas and tries to shadow him.  But Vargas appears to spot him.  After looking over his shoulder, Vargas begins walking faster.

Thinking quickly, Tiberius calls out to the man, asking if he dropped this pouch of gold.  He produces his own gold bag for Vargas to see.  The greedy thief indeed claims it is his.  As he goes over to grab it, Tiberius prepares himself.

Vargas grabs the bag with one hand and starts drawing a knife with the other.  But Tiberius is faster, slamming him on the head with his iron gauntlet.  Scrag rushes over to help.

The two of them then realize they didn't really plan anything after this.  Thinking quickly, they decide to use a trick they know from the famous bard's tale, "Weekend at Lord Bernard's," and hold the body up to pretend they are walking him home.  Scrag even makes Vargas' arm wave to someone they pass on the other side of the street to maintain the illusion.

They eventually reach a dark area with no one around, and everyone regroups.  Taking the man to Scrag's place would be best, but requires a trip clear across town.  Another idea is Al's house (as they are sure his grandfather wouldn't mind), but that is also too far away.  Eventually, Larrak's idea of taking Vargas to the nearby river bank seems like the best idea.

Once they reach the river bank, Tiberius ties the man up and gags him.  They then splash water on Vargas' face to wake him up.  He begins trying to shout through his gag, appearing to be quite upset (particularly with Scrag).  Scrag decides to shut him up by punching him in the gut.  Tiberius immediately reprimands Scrag and Larrak moves in to hold Scrag back away from their prisoner.

Tiberius then explains to the man that nothing will happen as long as he stays quiet and answers their questions.  He uses his large axe to intimidate Vargas, suggesting that to do otherwise would risk losing limbs.  Once Vargas appears to agree, Tiberius motions for Scrag to take off the gag.

Tiberius begins asking Vargas about Rufus the Red.  However, Vargas only seems to know of Rufus, not know Rufus directly (which Challa determines to be the truth).  Eventually, Tiberius is able to get out of him that perhaps his boss Schlomo knows Rufus.

They then get Vargas to agree to set up a meet between Schlomo and Scrag.  Vargas agrees.  Tiberius pays him 10 gold and promises another 10 when they meet up with Schlomo.  Larrak is disgusted at the idea of giving the thief gold, but goes along with it.  As they let the man go, Tiberius gives him another warning that betraying the group will bring very bad consequences.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 21 - Session Notes

This session was always envisioned by me as a bit of a deneoument.  The group focused on the cemetery plotline for so long, the question was - what next?

I started the session by rewinding the game a few minutes to give a final talk at the temple with Grundelmar and Berend.  I wanted a way to "pass on" Merend's magic armor; the original idea was that the group would offer it to Larrak when they met him later in the session, but so far that hasn't happened.

The next scene was supposed to be Silas interacting with Moonbrow.  Silas up until this point hadn't done a whole lot of interaction outside of combat.  Sadly, personal issues prevented the player from attending the session (at the last minute), so I had to just say it in third person to the other PCs later.

Next came the reveal that not everyone in town was treating the PCs as heroes.  As I mentioned previously, this was something I added as a direct response to the pushy bullying of the group towards important members of the city.

This session is likely the Al player's last session, as the next session is essentially scheduled around Thanksgiving and after that he'll have retired to Tennessee.  I guess he wanted to go out with a bang.  A big, stupid bang, but a bang nonetheless.  I actually bothered to roll for the very quick combat, but if I had it to do over again I would have just said, "you're dead".

I think the player (and maybe one or two others) might have thought I was a little harsh killing him off like that, but frankly I don't care.  I've tried and tried to warn them about having their characters behave like psychopaths when they are supposed to be good will lead to problems.

The cool part about it was that it set up the Leigh player as the new "leader", at least for this session.  She's normally very much an "observer" type player, and this gave her an opportunity to really get into the role-playing part.

I also have to stop for a moment to give major kudos to the Scrag player.  He's really matured the last few years while growing into his teens.  Back in my Rifts game, an interaction-heavy session like this would have him loudly groaning and wandering around the room bored to tears and complaining about when we'll get to the combat.  This time, he really made an excellent effort throwing himself into the situation and playing his character.  Everyone was really impressed.

So, back to the session, next came the big party.  I also needed a way to work in four completely new PCs to account for the four recently dead ones.  The big memorial party was a good opportunity for that.

One thing that had been lacking was some opportunity for real role-play and interaction; this session was designed to provide a lot of it.  I had damn near everyone in town show up for a reason - to see who the PCs wanted to interact with and what they would do.

I also wanted some more mystery and investigation.  Hence, the plot about following the trail to Rufus the Red (which has only just begun).

The real question in my mind now is - how will Krolec react to the new world order when that player is back next time?  Should be interesting.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 21 - Session Notes part 2

I realized later I forgot to add a couple of notes to my session notes, including some of my ever-present pop culture references.

* I can't remember if I mentioned it before, but Stevenson the bailiff is named after our country treasurer, Michael A. Stevenson.  He got named that because my car registration came up for renewal in November.

* Vargas and Schlomo come from Seinfeld episodes.  Look for Slippery Pete in the near future  ;)

* Sgt. Munley is obviously named in honor of Ft. Hood hero Sgt. Kimberly Munley.  This is about as patriotic as I get, but I thought it'd be a nice touch.

* Father Goffman was named based on detective Hoffman, as the new Saw movie came out recently.

* Harlan Fogarty is taken straight from A History of Violence.  I had to change the first name, Carl, because of the long-running joke from the Rifts campaign over "not-dead Carl" would have come up and completely killed the mood of the scene.

Oh, and I'm doing something interesting there as well - I completely introduced the character without telling the Leigh player first, then told her it was up to her to tell me who this guy is and what she thinks he's after.  Trying to elicit more player input from her - so far, haven't heard anything back.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 22 - Cast of Characters

Leigh - Eladrin Wizard
Larrak - Dwarf Fighter
Durmindin - Wilden Shaman
Scrag - Half-Orc Warden
Challa Kri - Kalashtar Paladin
Tiberius Enchilada - Human Warlord

and special guest-star:

Keymaster - Warforged Paladin
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.

jgants

Session 22 - Scene 1 (of 7)

The next morning begins like most others, with the group meeting for breakfast at one of the inns in town.  Then, something happens; a large metal man enters the establishment.  He appears to be some kind of living suit of armor – the others are quite sure they've never seen anything like it, and the other patrons look bewildered.

Challa can tell the creature is looking at her.  Everyone at the table tries to look for anything identifying the metal man.  Several spot he is wearing some kind of religious symbol, but it doesn't match any of the known gods.  He also has a strange necklace made out of keys.

The metal man does not approach or say anything, simply continues to stand in the doorway looking at Challa.  Larrak decides to go back to eating and drinking more ale.  While the others worry about Larrak's alcohol consumption, Challa decides to approach the metal man.

Walking over, she greets the man.  He greets her back, mentioning that he has been looking for her for many years and wants to speak with her in private.  Back over at the table, some of the group wonder if this is some kind of bad pick-up line.  Challa, however, is intrigued.

Challa arranges to rent one of the common rooms in the inn for an hour and takes the metal man in there, telling the others not to worry.  The man then introduces himself as Keymaster.  He explains he is from a land called Khorvaire in another dimension.

The world he is from is under siege by evil interdimensional creatures known as the quori, who are attempting to invade his world from their world in the plane of dreams.  Keymaster goes on to explain that long ago, the good natured members of the quori were purged from their ranks.  The spirits of the surviving good quori escaped and merged with a group of human monks to form a new species known as the Kalashtar.

Keymaster continues his tale by explaining that for hundreds of years, the quori have been hunting down the kalashtar; in particular, any kalashtar who posses artifacts which can be used against the quori.  One such artifact, Keymaster explains, is the Cask of Secrets; a locked chest containing a stone capable of banishing quori from the humanoids they possess in his world.  The kalashtar responsible for safe-keeping the cask is known as the Gatekeeper.

Just as Challa is beginning to wonder what all of this has to do with her, Keymaster drops a bombshell – her mother was the last of the gatekeepers.  Apparently, she was badly injured during a quori attack and fled across dimensions, finally coming to this world before her death.  Challa finally understands why she is different from other humans – she is not human, but kalashtar.

Keymaster goes on to explain that he was created for protecting the cask until such time as it needs to be opened.  His necklace of keys contains the only key capable of opening the cask.  He has spent 90 years searching for Challa's mother, and only recently tracked her to this world.  After discovering her death and that she had a daughter, he's spent the last few days tracking down Challa, in hopes that she has some clue where the cask is hidden – for his ability to get back to his home dimension is only good for another 24 hours.

Challa believes they can help each other.  She explains how her mother left her a letter before her death.  Keymaster, skilled in the language of the kalashtar, reads the note to her.  The first part of the letter is a touching personal note like many from dying young mothers to their infant daughters; Challa struggles to hold back tears as Keymaster reads.

The second half of the letter explains most of that which Keymaster just explained.  Her mother goes on to say that after she arrived in this world, she hid the cask inside a cave in an area known as Hunter's Ridge.  Challa is not familiar with the name, but figures her companions will probably know of it.
Now Prepping: One-shot adventures for Coriolis, RuneQuest (classic), Numenera, 7th Sea 2nd edition, and Adventures in Middle-Earth.

Recently Ended: Palladium Fantasy - Warlords of the Wastelands: A fantasy campaign beginning in the Baalgor Wastelands, where characters emerge from the oppressive kingdom of the giants. Read about it here.