Friday, April 18, 2014

DF: The Pick-Up Game

PCs:
Alvin (Dave) -- Human bard, equipped with wit, song, and rapier.
Autumn (Bill) -- Human swashbuckler, armed with a rapier and main-gauche, she needs little else.
Bjorn (Craig) -- Northman barbarian, armed and armored with anything he can get his hands on.  (Built “freehand” and including the “Northman” racial template that exists in another campaign, he’s still a classic barbarian -- big, strong, good in the outdoors, etc.)
RC (Rich) -- Human wizard, of the Coma Bat school of wizardry.  RC is a stand-in until I can determine his actual character name.


The campaign/scenario:
This has been conceived as a “pick-up” game we can use if/when we’re missing the player(s) required to move forward in our slated campaign, or if the slated GM just isn’t quite ready to go.  Everything I have done has been put together with the idea in mind that the PCs in question may be ported over to another setting, or so that adventures/locations can be quickly inserted after a brief travel montage.  
All of the PCs save RC have been ported into a “generic” setting.  I let them keep their previous loot, save for their horses, which don’t make much sense in the current location, mostly because I thought it would be more fun that way, and the player making a new PC (RC) didn’t mind starting with a new “unestablished” DF character with only $1000 in gear.  New PCs are, at least for now, 250+50+5 point GURPS DF characters.  Maybe if this game is played more often it will eventually be bumped up to something higher, such as “avg PC point level -50” or something similar.  Otherwise, the name of the game is “get characters together, start (and hopefully finish) a single session adventure.  (I, for one, won’t mind playing a starting DF character even if everyone else is of much higher point value, as starting DF characters in the default mode are highly skilled within their niche -- just pick the right niche and you’re good to go, and instantly valuable.)
World building involved 30 seconds to draw on a map and 30 minutes to read some supplements.  The former was done at the table on the day of the game, the latter had been done the previous week.  Using Raging Swan’s Lonely Coast, which is available for free -- making it easy for players to obtain if they so desire, coming up with a quick adventure was easy enough.  I really enjoyed the random weather, which enhanced play by providing even better cover for a dastardly trick a villain played on Autumn -- not to mention providing some much needed local color.  (BTW, There are also a handful of scenarios and village details available inexpensively for the Lonely Coast from Raging Swan at Warehouse 23 -- good products IMO.)  


The First Session
The game begins with the PCs, for reasons not quite determined, decided to make a fresh start here on the Lonely Coast, and arriving in Wolverton, the big town and heart of commerce.  Even so, it’s actually a small town with around 1800 inhabitants that sits across a sandbar from the baronial castle of Lord Locher.  Given $50 as walking around money by the ship’s captain as thanks for their working passage, they are cut loose.  Time to find an adventure!
The four adventurers end up following the half dozen sailors to the Salt Wolf, the dockside tavern and brothel.  Alvin trades performance for free ale, food, and companionship for himself, while the others figure out how to walk on land again.
    There’s an actual inn -- the creatively named Wolverton Inn -- about halfway up the hill.  Wolverton sits on a hillside leading down to the docks, and relative wealth can generally be measured by how high up the hill one lives, with the poorest living in dilapidated houses on the waterfront which are prone to flooding during the frequent periods of inclement weather.
The following morning, the party decides to go and visit the Baron.  The castle sits across a sandbar from Wolverton.  During high tide, you can cross the sandbar; otherwise, you can row a boat across the treacherous channel.  It’s an impressive castle built on the ruins of previous ancient fortification on a spot that is itself naturally fortified.  
The cross the sandbar and are met by a lone guard standing in a wooden watch tower next to the open gate.  He tells them that they have 45 minutes to visit the castle, or they’ll be stuck for much of the day.  The trip to the castle takes 15 minutes, so they decide to stay for the bulk of the day.
In the main courtyard, a minstrel is in stocks.  This gives Alvin an opening, of which he takes full advantage.  Upon meeting Lord Locher, he offers himself as a minstrel.  The Baron agrees, and so he joins him for lunch.  During this time, he learns that all of the young women of Swallowfeld have been taken.  Aha!  Adventure!
Meanwhile, the rest of the party goes to eat with the soldiers.  Autumn, the only female fighter or adventurer in the barracks, is given some less than good natured ribbing, especially since she wears no armor and carries “light” weapons -- rapier and main-gauche.  She decides to bring on a moment of sublime awesomeness to silence her critics.  She asks a guard to toss her an apple.  As the apple is in flight, she rises to her feet, fast draws sword and knife, cuts the apple into thirds, and impales those thirds onto her parrying blade.  She then calmly sits down and enjoys her apple.  This makes quite an impression.
The party meets to return to the inn.  En route, they decide to head out first thing in the morning to Swallowfeld and determine if they can be of service.  (Roll for weather: cool and drizzling.)  Their one piece of preparation is to purchase rain cloaks made of old sailcloth -- these come from the lost and found bin at the Salt Wolf.  Nothing else of significance is readily for sale; the next market day is two days hence, and they’d really prefer to get moving, since they suspect that Lord Locher will send out some of his men to deal with the situation within a day or two.  By then it might be too late; either way they’d lose and reward.
They set out early and make the 14 mile trek by just past lunchtime.  Once again, Alvin trades his entertainment services for free ale and food.  The others pay with coin.  As evening sets in, the place livens up with a mixture of people from the local tin mine, farmers, and other laborers.  One stranger catches Alvin’s eye, as he isn’t mingling and seems out of place in spite of his garb.
Alvin approaches him.  The conversation is… Odd.  Obviously the guy just wants to be left alone.  But in speaking to him, Alvin catches sight of a concealed shortsword, and possibly another blade.  Suspicious, he resolves to keep an eye on him.  He returns for another set, at which point the stranger rises and exits the tavern.
Alvin signals his comrades to follow.  They catch the “subtle” hint, and Autumn and RC follow him.  (Roll for weather -- it’s time again: cold and light fog.)  Out into the fog.  To aid her, RC casts invisibility on Autumn, who follows ever so quietly.  She’s able to follow him around a stable, where she suddenly finds herself struggling for stealth in muck in the dark and fog.
In the battle of Stealth vs. Perception, Autumn loses.  A stab in the dark to her vitals causes her to cry out in pain.  She ducks into the stable, back against the wall, ready to lash out at anyone who comes at her in the dark.  Several heart pounding moments pass without incident, though she thinks she might hear something in the dark.
Meanwhile, RC hears the cry and heads -- cautiously -- for the sound.  He moves into the dark and otherwise empty stable.  With a bit of luck, the two meet without incident.  RC cancels his spell and begins first aid, casting Continual Light at the highest level on a rock.  Light to work by…
After a couple of songs, Alvin gets nervous about his friends.  He stops, joking that the “ale really runs through you,” and brings Bjorn with him.  They find the pair in an empty stall.  RC casts another Continual Light on Alvin’s knife blade at torchlight level.  Then they set out to find the stranger.  Their quest doesn’t take long -- they pick up a trail that leads them to a narrow space between two houses across the street.
Following through the narrow passage, Bjorn hears barking and obvious struggling -- the stranger has found a dog, and that dog has taken exception to his presence.  Bjorn hurls his Axe of Return, strikes the stranger, and recovers his weapon.  The man drops.  The ruckus causes the owner of one of the houses to come out and watch.  
Shortly thereafter, Alvin and Bjorn take the stranger into the farmer’s house.  The farmer’s daughter is one of the missing girls, so he’s eager to lend assistance.  They use his table for first aid -- just to stop the bleeding and awaken the stranger.  As they finish, Autumn and RC find them.  The stranger wakes up and seems a bit cooperative, but not enough to give any useful information.
Alvin attempts to use bardsong to influence the stranger.  But something goes horribly wrong, and everyone in the room seems prepared to believe the worst of him.  Before anyone can act, or even really discuss this, both the front and rear doors fly open.  Some sort of -- goblins? -- come rushing in.  Not in the least prepared for this, both RC and Alvin require time to recover from the suddenness of the attack.
Autumn and Bjorn are in no way so constrained.  The battle drags on with Autumn and Bjorn generating piles of bodies around them, while the farmer, RC, and Alvin are clonked on the head.  But both Alvin and RC manage to recover and join the fight.  At the end, only Bjorn is unharmed.  Autumn is ready to collapse, and Alvin and RC are somewhat worse for the wear.
And so the session ends…


Saturday, September 8, 2012

Seven Kingdoms Session Seven

Seven Kingdoms Session 7
Players: Iago (Alaric), Kiri (Bill), Perceval (Dave)
June 5 Thursday (cont'd)
The party regroups no more than 100' away, as nothing pursues them.  There is a brief debate, after which Perceval has persuaded everyone that they cannot simply leave Sokar to his fate -- he's one of them.  The wounded guard goes back to town to get reinforcements after being healed.  Perceval and Valerian go in to try to recover Sokar, along with the other guard, who reluctantly agrees to help pull him out.
Inside, the interior double doors have been closed again.  They're barred from the inside, so Perceval and the guard batter them down.  Once inside, they face the creature again.  This time, Perceval draws him out, fighting defensively.  The creature bashes again and again, but Perceval is able to keep him at abay with his shield and sword.  Meanwhile, the guard pulls Sokar free.  Perceval maneuvers such that Valerian can send fireballs into the creature.  It takes only one massive fireball and it is engulfed in flame.  Two sword strokes later, it is stretched out at Perceval's feet.  Nothing comes from upstairs.  They have a terrible feeling that something bad is going on up there.
In the meantime, the excorcist and Kiri debate, Kiri gives in and is sent back to town as the "junior" clergy to call for clerical reinforcements.  Iago and the blind mage, whose blindness has returned (the Relive Blindness spell having ended), speculated about what might be going on inside.  When Sokar is returned to them, Iago decides to go inside and help stop the dark rituals he supposes are occuring within.
Once inside, they charge up the stairs.  Iago firing holy water, Perceval behind him and Valerian and the guardin the rear.  There is a brief fight with several cultists, who prove to be no match even for Iago's fighting skills.  They are swiftly dispatched.  The sacrificial victim, it turns out, is none other than Stan the mage.  They fullfill his desire for death.   
They proceed to loot before the exorcist, clergy, and town guard arrive.  Iago takes Sokar's ring and the other two they have from the mages they have killed or captured.  When the clergy and guard arrive, they've already claimed just about everything.  Iago gives two rings to have the 3d cleansed, then returns the now non-demonic ring to Sokar.  Sokar is taken to the temple and healed.
Victory!
Interim: June 6 - 25
In the aftermath, Valerian & his companions determine the name of the demon (Zav'Zelligoth) from the writings.  Perceval tries and fails to save the fomerly demon possessed Sarah, who eventually disappears.  Perceval, having completed a brief apprenticeship with Valerian, is released.  He goes home briefly to cleanse himself of the taint of spiritual dissonance.
Iago, in the mean time, is able to determine how the suggestions were encoded into text.  He tests it on a local chandler, then atones by purchasing many candles.  The chandler is not amused, but appreciates the business nonetheless.  Kiri receives her sword, and Sokar's armor is completed.  The plague seems to disappear, with the few new cases being cured by alchemy, spell, and Iago.
June  26 Thursday
Perceval has returned to town.  Valerian is eagerly awaiting him, and calls Kiri, Iago, and Sokar to meet him.  It seems that he may well have discovered information revealing the wherabouts of information about the Demon Singers -- possibly part of the same puzzle that caused the plague.  The Demon Singers were invaders from across the Western Ocean about 500 years before.  They seemed to be able to use demonic power without being greatly corrupted by it.  This knowledge has been the "unholy grail" of demonologists and students of demonic lore ever since.  Local legend holds that a group of them fled into the Dark Wood very near where Darwood Towne itself lies.  Valerian and his friends are willing to pay handsomely for the items, if recovered.  They are paying these four to head out in search of evidence, writings, etc., of the Demon Singers. 
They spend the rest of the day preparing for a journey.  Iago, by way of preparation, tries to create a "disease" stick, in the pattern of the other "pixie stick" items with the clouds of sleep.  He thinks he has succeeded, but cannot be certain without a field test, which he hopes he will find along the way.  The rest concern themselves with more practical matters, such as bedrolls, tents, etc.
June 27 Friday
Stopping at a roadside tavern, they run into Haley again.  She still doesn't really know them, and both Kiri and Perceval are saddened by this.  The bartender refers to her as one of his "best earners."  Sokar opts to spend some coin to find out why.  They press on rather than staying there.
June 28, 29 Sat & Sun
Travel without incident.
June 30 Monday
Walking along the road, Kiri senses low santity.  Investigating further, they find a trail.  Iago opts to stay behind with the horse while Kiri, in rat form, Perceval and Sokar follow the bath.  After about 100 yards, it opens into rocky depression.  The path skirts the depression, leading to a house at the other side of the depression. 
Kiri hides while Perceval and Sokar head to check it out.  There is a man sitting there in a rocking chair.  Four other chairs are with him on the porch.  He greets them, offers them food and drink.  He knows their names, and even knows that Kiri is hiding nearby.  She flees at this.  After evading the question (asked by Perceval), he finally agrees to tell them his name.  Speaking it is like a thunderbolt, and both Sokar and Perceval are overcome, losing consciousness. 
When they awaken, he tells them that he has been here a long time, and indicates that he his a god.  He tells them they can swear to him and receive blessings, or refuse and suffer misfortune, since they had received his hospitality.  Sokar, impressed, chooses to swear to the god dubbed "Thunderbolt", and follows the ritual prescribed, cutting himself and speaking the name of the god in front of a sacred rock at the center of the depression.  Perceval refuses.
They ask about the demon singers, and are told that they, too, were offered this choice and refused.  They passed to dust as all mortals...
With that, Sokar and Perceval return to the others and leave.  Quickly the sanctity returns to normal.  That night, Sokar finds a small bag of coins stashed near his bedroll.  Perceval accidentally puts his hand into bear dung.
July 1 Tuesday
Traveling, they crest a hill and see a distant spire of earth.  Kiri and Perceval have heard of this -- it's called Dragon's Perch.  As they come down the hill, they see the keep they were seeking.  This is an area once held by the Barony of Blythe, before it was taken over and subsumed into County Darkwood.  But that area was overrun by orks and later abandoned.  The Countess has rebuilt the keep and is trying to expand back into this region.
They arrive at the keep and call up to it.  Perceval makes introductions, but it seems his father is "the bastard who betrayed my lord."  This misunderstanding persists long after they're admitted.  The captain of the watch refuses to "grant satisfaction" -- he needs every man he can get, as the area is "teeming with orks, goblins, and their ilk."  Later that evening, the misunderstanding is sorted out and the corporal of the watch apologizes sincerely for offending Perceval, who graciously accepts.
The keep is in need of  healers and healing, so Iago and Kiri set up shop, with the encouragement of the watch captain.  Kiri meets Jobob, a priest of Arsalon the Just.  Jobob was wounded and seems to have lost his marbles, forgetting what has just been told and being given to delusional spells.  She is saddened by this.
They spend a bit of time trying to find out information that might lead to the Demon Singers.  The only lead they pick up is a rumor of a mystic or madman seen wandering the area...
End of session...

Sunday, August 5, 2012

Seven Kingdoms Session 6

Session 6:
After action report - 6th session of 7k
Players: Alaric (Iago), Bill (Kiri), Dave (Perceval)

June 1 (Mon)
Perceval and Kiri are inclined to go see Rod, filled with the hope of finding the dark altar.  Iago is uninclined to go.  He says that his talents don’t lend themselves to direct confrontation.  So he elects to stay home and work on the “pixie sticks.”  The day proves to be quite fruitful for him, as he is able to discover something of the nature of these items.  They are an alchemical binding that holds some sort of spirit bound within.  Though he doesn’t know the alchemical potion, he thinks he has enough of them of analyze it and potentially figure out the formula; the spirits bound in these items is another intriguing mystery, but he thinks that he might be able to bind any (very) minor spirit in them.
    As he works, Stan awakens.  Iago banters with him, asking him to tell him what he knows.  But Stan is uncooperative.  Iago says he’ll let him go.  He sets up a flask to boil over in few seconds, then pulls the sheets back on Stan to reveal his amputated right hand and his left hand with no bones in it.  The flask boils over.  Stan sees his hands and screams in terror.
    Iago tells Stan that he should not have attacked him, and this was his punishment.  If he talks, then he can simply leave.  If not, then more bones can be removed.  Iago wants to know about demons.  Stan promises to tell him everything he knows, then begins babbling about inane personal recollections.  Iago shrugs and allows him to ramble while he returns to work.  Stan provides background noise for about an hour before Iago returns.
    Iago gives him one more chance, having brought his surgical implements over.  Stan tells the tale.  They contacted spirits, found the books, read them, found them fascinating, and eventually realized that the gods they had worshipped all their lives were false, that this world is a prison, that they could be truly free.  They serve their master out of love, not fear or obligation...  Iago wants to know where the altar is.  Stan says he can show him, but can’t really tell him how to get there.  Iago insists that he try.  Stan rambles out directions that are -- at best -- confusing.  Iago writes them down.  There are several iterations of this, but the directions don’t get much better.  Finally Iago is convinced that Stan can’t help him any more, so he lets him go.
    In the meantime, Iago has received a messenger from Valerian requesting his presence.  At this point, Iago decides to go see Valerian.  He hopes to dine there, as Valerian’s servant is an excellent cook.
    While Iago pursues his research, Kiri, Perceval, and Sokar (and Kiri’s wolf Nero) head into the market to search for Rod the mage.  It isn’t hard to find Rod -- a handful of questions lead them right to his shop.  It’s in a semi-permanent wood structure.  Sokar tells them he’s going to put the ring on.  Perceval and Kiri object, but he says it’ll help in any upcoming battle.  Sokar’s eyes become white marbles.
At the door to Rod’s shop they are met by a young man about Perceval’s age.  He tells them that his master cannot see them, as he’s with a client, but they can be worked in within a quarter hour.  Perceval isn’t willing to wait and tells Sokar to go in and take care of the client.  Obligingly, Sokar kicks in the door and buried a hatchet in the back of the client’s head.  The young doorman flees.
Perceval rushes in.  Sokar hurles a hatchet and strikes Rod’s arm.  Rod uses a pixie stick on Sokar, who goes down like a ton of bricks.  Perceval subdues Rod.  Kiri comes in with Nero and finds that the sanctity is low within the shop.  Perceval binds Rod’s wounds and they try to interrogate him.  Rod pleads innocence for a bit.  Then they look into the back room.
In the back of the room they find a lockbox, a black carpet with some arcane circle drawn in powder, and a larger altar.  Upon the altar is a chalice filled with what appears to be blood.  Perceval looks at the lockbox and feels himself falling into it.  He’s barely able to tear his eyes away.  He gives it to Kiri to have another try.  Kiri goes outside (where the sanctity returns to normal).  She, too, feels the pull but does not succumb to it.  Perceval, on the street with her, spots the doorman/apprentice down the street, who upon being seen takes off running.  Perceval dashes after him but almost immediately loses him in the market.
They go back inside and confront Rod.  He tells Perceval that he can tell he has already on his way, that he should free him (Rod) and thereby free himself from the prison of this world.  Perceval and Kiri aren’t amused.  When asked, Rod tells them he knows where the dark altar is, but he can’t tell them how to get there, he can only show them.  They decide to take him back to Valerian.
There’s one small problem -- they can’t take Rod and Sokar, and there is already a crowd gathering outside to see just what the commotion might be.  Perceval decides to invoke the spirit he’s been contracting with and request a new spell -- Awaken -- so that he can rouse Sokar.  The spirit grants him the spell and Perceval casts it.  Sokar rises, groggy, but eager to look.  He smashes the chalice for its silver, finding little else of value left behind.  Perceval and Kiri are anxious to leave.
Perceval is concerned about the circle and decides to break it with a symbol of Arsalon the Just.  They’re ready to go -- Sokar has picked up Rod, Kiri and Nero are on the street.  As Perceval goes out into the main room to leave the shop, he is confronted by the dead client, now risen.  It thanks him for providing a “meat puppet” and freeing it, finding it “deliciously ironic that the power of Arsalon the Just was invoked in order to free himself.”  There is a brief duel wherein the possessed corpse throws some sort of powerful bolt at Perceval (who dodges with amazing dexterity) and Perceval who fires flame jets into it repeatedly.  With each miss, the shop is damaged.  The roof threatens to fall in.  Finally, Perceval is hit and flies through the wall.  The building tumbles.  
Kiri comes to Perceval’s aid.  He’s all right -- moderately wounded.  The building’s a shambles.  But the corpse appears to be just a corpse again.  The crowd has scattered.  They decide it is time to leave -- and fast.  When they return to Valerian’s, they dispatch a messenger to Iago.  The messenger returns and informs them that Iago is busy and will come for dinner in the evening.
Valerian, seeing Perceval, expresses concern over the level of corruption he’s been suffering from using the spirit assisted magic.  He sends Perceval to the temple for healing and a consultation.  The priests of the temple warn him that he’s close to a tipping point.  They also warn him that Mythreal will soon be unwilling to heal him.  Perceval, too, is concerned.  But he also feels less inclined to lead a lawful, honorable life -- he’s starting to consider that there might be some truth to what the demon-worshippers are telling him.
Because Valerian is still without a good method of magically interrogating Rod, Percival decides to go and see an alchemist to see if there might be a potion that could help them get information.  Perceval first goes to see Getchel to buy a potion, who suggests that Perceval talk to his cousin -- The Gnome.  Perceval agrees and goes to meet him.  The Gnome tells him to bring Rod.  He says he’ll use his own unique skills and techniques in combination with potions where appropriate to prepare Rod.  He’ll get back to him in a day or two once Rod is “ready to talk.”  Perceval, who would ordinarily be opposed to such actions, takes it entirely in stride.
At dinner, they meet and compare the day’s events.  Valerian is still without a good method of magically interrogating Rod.  They decide to go and see an alchemist the next day to see if there might be a potion that could help them get information.
    After dinner, Perceval goes out to have a couple of pints, then purchases the company of a young lady.  He finds it to be a particularly exceptional experience, which is surprising since she is a low class whore.  As he is dressing, she talks to him, telling him that he he’s nearly ready to embrace “true freedom.”  He’s spooked, talks a couple of minutes and discovers that “she” is the demon whom he fought in Rod’s shop.  Apparently Rod had intended to give his client to it.  The possessed girl claims that she’s happy to be possessed, that her station in life is about to improve.  Perceval has had enough and leaves.

June 2 (Tue)
Early in the morning, The Gnome sends a messenger to Valerian’s house -- Rod has been broken.  Perceval lets Iago know as well, hoping that the two of them together might be able to find the dark altar.  They’re taken into a dank room beneath the Brotherhood Tavern (really the Golden Leaf).   Inside, Rod, naked, is strapped into an ingeniously designed torture apparatus.  Iago, given his knowledge of human anatomy, is impressed.
    They question him.  His mind seems somewhat broken, but he is cooperative -- in between sobs.  He gives roughly the same answers that Stan gave.  In particular, he claims that he can only lead them, not tell them how to get to dark altar.  Perceval asks him the name of the demon he had summoned.  It takes more prodding, but Rod gives up the name: Zöphon.  Perceval finds himself unable to recall her name, but indicates to The Gnome that she might serve him well (if she’s willing) with her newfound skills.  
    Iago and Perceval both think that there may be some powerful warding magic preventing Rod and Stan both from revealing the location.  Iago thinks he might know a ritual to fix the problem.  If not, he’ll be fresh out of ideas, but the Grey Circle mages who are also working on this might be able to prove his mind as Valerian has done.  Iago takes him back to his lab and tries the ritual, but it doesn’t work -- the problem isn’t a “physical” scrambling of memory -- it’s an ongoing magical effect and he can’t dispell it.  He returns Rod to Valerian’s custody.
Iago resumes his work on the disease.  Getchel has been extremely helpful as his assistant.  Even so, there have been no breakthroughs.  Iago is visited by his previous patient.  The zombified tissue in his leg hasn’t spread, but maggots are eating the flesh.  It doesn’t hurt, though.  Iago is concerned and elects to amputate.  His patient eventually assents and gets a new wooden leg.
    Back with Valerian, one of the other two mages reading through the demonology work Iago sold them, Keleos, is willing to try to read Rod’s mind in order to find the dark altar.  He looks through, struggling, but even as he finds the way, he screams in agony -- his eyes are burned from his skull.  Keleos is blind, but he knows the way.  Like Stan and Rod, he cannot reveal it simply to them, but he can guide them.  Of course, being blind, he’ll need help from the temple in order to regain his sight temporarily.  In time, they can restore it, but for now it will only come back temporarily.
    That evening, “Sarah” -- or Zöphon -- runs into Perceval.  At this meeting she reveals her name to him, tells him she’s moving up in the world and no longer wants her former occupation.  Perceval is a bit freaked out, but he reports it to Valerian.

June 3 (Wed)
The day opens with Iago baffled by why the town square (a block from his shop) is thronged with townsfolk.  He goes to investigate and is met by Perceval.  Kiri is in the temple about to participate in festivities.  Several zombie heads, still animated to some degree, stand on pikes about the square.  The captain of the guard gives a rousing speech about how the plague is being “defeated” by their (his?) strength of arms.  Phineas, the High Priest, gives another speech about how the “righteousness of Mythreal is come upon them.”  The speech is a prelude to a psychopomp march with Sarah/Zöphon in chains heading to the temple to be exorcised.
    There is a ceremony in the main temple.  Kiri is taken out of participation by the demon’s taunts, as are several other priests.  But the chief exorcist succeeds in casting Zöphon from Sarah.  She comes out after than hour long ritual and apologizes to the town, begging for their mercy.  The town cheers and a celebration ensues.  Iago and Perceval are cynical, somewhat disgusted, knowing that the real danger still lies within a mile of the town square, and they have yet to deal with it.
    Perceval feels somehow responsible for Sarah.  He seeks her out and encourages her to join the temple, at least as a servant.  She’s not interested.  She actually laments that her old life is bitter to her, and that the glories promised her by Zöphon cannot be.  Perceval, once again tilting at windmills, decides to set her up in an apartment and help her.  She is... appropriately grateful.

June 4 (Thu)
Iago fears confronting demons.  Knowing that Kiri can provide up to several gallons of holy water (consecrated to Kregin, but it should work for demons according to Valerian), he has an idea.  He commissions a 4 gallon bladder connected to tubes and hoses with the idea of being able to spray holy water at others.  It’s not difficult for a craftsman to build -- it will be ready the following day.
    Iago returns to his lab to work on a cure for the plague.  Given Getchel’s research and his own, he thinks he might have made a breakthrough.  By the end of the day, Iago thinks he has a ritual that might serve to destroy the zombie tissue.  He tries that ritual on “patient zero” -- his pet zombie.  It destroys the zombie, leaving an “explosion” of necrotic tissue in his lab.  It might not be pretty, but it will serve as a cure for the plague in its early stages.  Iago cleans his lab.   
    Perceval returns to see Sarah.  She has purchased chalk and written all over the walls, attempting to recreate mystic symbols from memory.  It hasn’t worked, but Perceval knows that there’s a risk that she’ll eventually get it right.  Perceval is concerned.  She says that she wants to think him “properly”.  After the expert thank you, his focus is a bit...  Off.
    Before the day ends, Kiri muses that Sokar is using the ring and may be influenced.  They decide to keep him in the dark as to their plans, but bring him along nonetheless.  When it comes up in passing, Sokar says that he “needs” the power the ring provides, but when this is over, he’ll take it off again.

June 5 (Fri)
Before heading into the maelstrom of the caravansary, Perceval hires someone to look after Sarah.  He’s concerned enough to write a letter to his mother, who he hopes will find service for the girl.  Meanwhile, Sarah complains that she wishes she could be possessed by the demon again...
    Shortly after that the group gathers to follow the blind mage Keleos (his eyesight temporarily restored by the temple) into the caravansary.  Kiri has been given three doses of a potion that will enable her to see spiritual entities by Phineas, the High Priest, who has expressed high hopes for her success.  The temple exorcist is to accompany them (he’s better in the temple than out, but he seems quite excited for the opportunity) together with two temple guards and Valerian.  Of course, Iago, Kir, and Perceval are there, and Sokar as well.  Nero is still summoned, and two of the town guard will come.  
    They’re worried that the 10 of them together might warn the cultists that they are coming, but there is strength in numbers.  After following a round-about path, they come to a sliding double door.  From visual inspection alone, it appears to be unlocked.  Kiri, potion taken, says that there are eyes peering from the door.  As they approach, the eyes disappear.
    They decide to enter.  Perceval has the guards draw back the door and Sokar charges in.  There are horses and 5 men who look to be caravan guards.  Though there’s a split second hesitation (could the be wrong, could these men simply be part of a caravan?), Sokar ignores it and charges in.  He lays about with mace and shield (and, wearing armor, he’s tougher than he’s been in a long while).  As the door comes open, the guards come in.  Perceval’s flame jet works to good effect.  In short order, all five are down and no one is seriously injured.
    Another pair of double doors await them.  The fling them open to find a dimly lit room covered in arcane symbols and piled about with bags -- possibly treasure.  But there’s no time to loot -- something is going on upstairs.  Sokar continues to charge with Perceval and a guard close on his heels.  Then Sokar comes back, tumbling down the stairs and lies still at the bottom.  Something horrible stands at the top of the stairs.  It has vestigial horns, cat-like eyes, and cloven hooves.  It’s clad in leather armor, bears a shield and a flail.  And it is advancing on Perceval.
    “I’ve been told that you should join us, Perceval,” it says.  Perceval retreats as it swings.  The guard foolishly stands his ground and pays for it, being struck hard by the flail.  Iago tries is new water jet.  Holy water strikes the creature and it simply laughs.  Iago is greatly worried.  Then an arc of darkness falls over half the room.  Iago flees.  Perceval dances back and struggles with the creature briefly.
    In the other room, the unconscious form of one of the caravan guards rises.  It gestures and the blind mage flies back from the room.  Nero bites it, but it ignores this.  Valerian uses a wand and hurles a fireball into it, but it shrugs it off.  Kiri tries to do something, but the low sanctity interferes and she retreats.  Iago, retreating, sees this thing.  Pondering for a moment, he recognizes it for what it is -- a possessed man.  He fires his jet of holy water yet again.  Though the possessed man has ignored prior attacks, there is a sizzling noise, steam rises, a shriek comes from the mouth, and the body slumps to the ground lifeless.  Kiri sees the snake demon fly from the corpse.
    Perceval, struck by the creature, retreats, helping the wounded guard.  The creature says something odd: “Hey, no hard feelings, I only work here.”  Then it laughs.  The party retreats to regroup, no knowing how to penetrate the darkness and overcome the creature that lurks therein.  Sokar still lies at the bottom of the stairs in unknown condition in the darkness...

**Session Ends**

Thursday, August 2, 2012

Seven Kingdoms Session 5

Session 5:
After action report - 5th session of 7k
Players: Alaric (Iago), Bill (Kiri), Dave (Perceval).


May 27 cont’d
Kiri has been left alone with Iago and Fredigar in Fredigar’s house.  Perceval & Sokar are pillaging. Sokar’s enthusiasm for looting and wanton destruction is infectious, at least for Perceval, who seems to be quite enjoying himself.  Iago is carefully examining some alchemical items.  

Kiri has been feeling remorseful ever since she re-entered Fredigar’s house.  She violated hospitality, and she owes him...  Something...  Iago, otherwise occupied, doesn’t notice as Kiri quietly cuts Fredigar’s bonds. Fredigar gets up and leaves.  

It’s broad daylight.  Sokar and Fredigar, in spite of their thoroughgoing enjoyment of their looting, notice Fredigar walking away.  They tell him to stop.  He does, but is casting a spell.  Sokar and Perceval rush forward, but they’re too late -- Fredigar has turned into a Raven.  Sokar throws a hatchet and misses.  Perceval invokes the spirit to cast a fireball spell.  The ball of fire conjured, he tries to throw it and fails to strike home.  Fredigar has escaped.  Kiri explains what has happened; Iago takes the “refreshments” she imbibed for future study.

They head back to the town, disappointed that their quarry has eluded them.  (Save Sokar, who considers the outing entirely successful.)  Kiri heads to the baths -- it’s been a rough day.  Perceval and Sokar head to the market to sell off the treasure.  Iago heads home.  

At home, Iago is met by a young acolyte who delivers a message: the Lord Mayor wishes to see him at once.  Iago quickly puts his things away and heads out to see the Lord Mayor.  Kiri, on returning home, receives a similar message.  So, too, Perceval when he returns home.  One at a time, they appear at the Lord Mayor’s for an audience.  
    
He’s displeased to hear that one of his hamlets was burned to the ground.  The town’s high priest, Phinneas, has painted their exploits in a somewhat negative light.  But their stories, told independently and from their own perspectives, convince the Lord Mayor that they’ve been doing their best both to keep the authorities involved and eliminate the threats to the town.
    
The Lord Mayor sends them out, charging them with following up on finding the main altar.  He also charges Iago with finding a cure to the “zombie plague”, whatever it is.  With that, they are sent to their homes as the hour is late.


May 28
Iago recruits Getchel, the gnome alchemist, to assist in finding a cure.  Getchel is to be paid by the Lord Mayor for the time being.  Iago is also considering putting down roots.  He begins looking into purchasing land on which to build a tower for himself.  This is to be a long term project.  Sokar commissions a suit of armor for himself, and Perceval finds some new equipment as well.


May 29
Nero is summoned by Kiri.  She heads to the caravansary to see if she can discover any indications of a dark altar.  Although she finds nothing, a cutpurse tries his luck on her.  After a merry little chase, she manages to put the fear of Kregin in the young lad.  
    
Iago’s research gives him an idea for a possible ritual.  He finds that one of the young fencing students is in fact a bit sick from the bite.  After the ritual, he’s not cured, but the disease has stopped spreading.  Part of his leg is undead...


May 30
Perceval goes in search another hedge wizard.  He finds “Stan the Mage”.  Visiting Stan, he talks a bit about what he has discovered.  He’s curious about other hedge wizards, perhaps one in the caravansary.  He’s told about “Rod the Mage,” the “friend of wisdom” who has carved out a niche for himself amongst the merchants and transient laborers of the caravansary.  

Stan then tips his hand, tells Perceval that he’s already experienced some of the true power that could be his, asks him why he doesn’t simply come along and join them.  Perceval isn’t too amused and is considering either fighting or fleeing.  Stan pulls one of the “pixie sticks”, breaks it, and a black cloud flies toward Perceval.  He flares up a flame jet at Stan, but misses.  The cloud strikes him and he slips into a deep, dark sleep...
    
That evening, Iago and Kiri wonder what might have happened to Perceval.  They go to Valerian, who uses his magic to track him down.  Valerian, Sokar, Iago and Kiri find Stan and two cultists carrying Perceval through the street.  There is a brief fight during which another black cloud is used to good effect against Iago.  In the aftermath, Stan is wounded severely and the cultists are killed.  
    
Iago recovers shortly thereafter, as does Perceval.  Iago is not amused.  Valerian tries his magic to probe Stans mind, but something goes awry and the magic simply slips away from him.  Iago asks to use his magic to interrogate Stan.  They assent.
    
Iago takes Stan home, uses magic to stabilize Stan, then surgically removes all of the bones from one of his hands.  The second hand is botched and he has to amputate.  He leaves Stan to recover.


May 31
The party went to loot first Stan’s and then Madge’s shops.  Stan’s shop was protected by a bucket full of a day’s chamber pot waste, which Perceval managed to receive.  They found an altar, then looted thoroughly.  Madge’s place had a dead cat trap, whereby a loud screech accompanied a dead, spread-eagled cat swinging down at face level -- harmless, but somewhat startling.  They found another altar there, and looted thoroughly.  Perceval headed to take a bath while the rest regrouped.

They plan to go to the Caravansary the following day in order to find Rod the Mage and hopefully the dark altar...

**Session ends here**

Friday, July 13, 2012

Seven Kingdoms Session 4

Session 4:
After action report - 4th session of 7k.
Players: Alaric (Iago), Bill (Kiri), Dave (Perceval).

Prequel (Perceval)
Perceval has been tied up working for Valerian, his master, both on his studies and on tasks assigned him as apprentice.  In spite of the fact that the past couple of days have been very eventful for his friends, Perceval hasn’t been permitted to participate....

May 26 cont’d
Iago has changed his position on the book(s). He’s keen to find out what’s in them that might be of help in dealing with the situation they are in, given the infernal nature of the aura he detected earlier.  He argues with Kiri that he can construct a spell to warn him of influence.  He says he’ll stay behind to read the books while Kiri and the others go back to town to enlist aid.
    Iago puts up a ward of protection on the door (specifically against undead).  He then creates his warning circle and goes to work reading the book.  Almost immediately he’s warned of magical influence -- some sort of spell woven into the written word.  Iago sets that page aside for future study and reads on, confident that he has resisted the magical influence.  
    Around the time he thinks that the others might be heading his way, he gathers up some leather scraps and hides the pages of the books.  He takes the bindings together with the leather and burns it, keeping the page he wished to study.
    In the meantime, Kiri, Sokar, and the two fencing students make their way back to town.  The fencing students stop at the first grog shack in the caravansary to boast of their “great battle” and congratulate themselves for their skill and bravery.  Sokar and Kiri go to see Valerian.
    Valerian is most disturbed by what they tell him.  He dispatches Perceval to retrieve Madge -- gently if possible -- and sends Sokar with him.  Valerian regrets that he cannot accompany them to the hamlet, but he is in the midst of a project that he cannot interrupt further.
Kiri goes to the temple to enlist the aid of other clerics to desecrate (i.e., deconsecrate) the demonic altar.  The temple sends two priests who will hire guards to accompany them.  hey, too, are much disturbed.
GM Note: The temple guards aren’t “paladins” and their mission is really to protect the temple, not fight zombie hordes.  As a bonus, hired guards are “throw away” people whose lives can be used to cover an escape.  They will be prayed for if they give their lives for the temple.
    Perceval heads out to see Madge.  He wants to approach her “honorably” and give her a chance to come peaceably, so he leaves the brutish Sokar to his own devices.  Madge greets him and he tells her that Valerian wants to see her.  She asks why and he tips some of his hand.  She offers him a drink; they share a draught from the same pitcher.  Suddenly he feels good.  
    She proposes that before they go, she show him an “invocation” -- part of the magic that the Grey Circle is “disdainful” of.  He elicits a promise from her that she’ll come without resistance if he tries it.  So she shows him how to do it.  He follows her instructions and reads the words she scribbles down for him on a wax tablet.  And...  Something comes forth.  She tells him to cast a spell.  He does, and it’s easy, free of effort.
    He thanks her.  Then decides that they should discuss this with Valerian.  She tells him “after you.”  He heads for the door.  She touches him.  And he awakens in a dive of a brothel next to Sokar, who has just finished.  Sokar says he went looking for him and found him there, unconscious.  As long as he was in the room, Sokar decided to make use of the services provided.  Perceval and Sokar leave together.  Perceval still feels good.
    Perceval and Sokar inform Valerian what has happened.  All of it.  Valerian warns Perceval not to use the power granted by the invocation, tells him not to cast more than he has to.  After that, they manage to catch up with the clerics and together they head for the hamlet to desecrate the demonic altar.
    In the meantime, Madge arrives in the Hamlet.  There is a brief confrontation with Iago, who decides to whack her with his staff not once but twice, knocking her unconscious.  He ties her up and waits for the others.
    When they arrive, Perceval and Sokar take custody of Madge.  The clerics remove the evil consecration.  There is a very brief and almost incidental zombie attack -- inconsequential save for the fact that Perceval is involved and uses the magic provided him to power a flame jet.  He finds that the magic is enticing.  They’re concerned, but that doesn’t spoil the fun -- they burn the hamlet and make their way back to the town, Madge in tow.
    Valerian is pleased to get his hands on Madge.  He uses magic to interrogate her.  They discover that she’s a member of a 3-mage cell, the 3d member being in the hamlet where patient zero lived.  They also discover that the main idol is located somewhere in the caravansary.  Unfortunately, that’s not a big help, as the caravansary is a confused warren of shops, stalls, rooms, stables, etc., so finding it could prove difficult at best.
    After the interrogation, Sokar tries on his ring in the presence of Iago and Perceval.  His eyes become a solid gray, and he has a distinct demonic aura.  Iago is very concerned, but Sokar says it’s okay, he feels fine.  Powerful even.  Iago asks him to take it off.  Sokar shrugs and removes it, but refuses to give it up for study -- it’s his ring after all.
    Iago decides to tell Valerian about the book.  He mentions that such a book might be worth as much as 2000 silver to himself and other members of the Grey Circle who have a scholarly interest in demonology.  Valerian accompanies Iago, Sokar, and Perceval as they head out in the dark to retrieve it.  (Kiri, who would object, isn’t a party to any of this.)
    En route, they encounter a stranger in the dark.  Iago tells Sokar to “get” him.  Sokar charges him and kills him swiftly.  They’re all a bit shocked, and tell Sokar he can’t simply go around killing people.  They make him dig a grave and bury the man.  Meanwhile, they gather the pages of the book.  They return to Darkwood Towne late, exhausted, and go to sleep.

May 27
In the morning, Iago examines the runestones.  Finding them to be of no use to himself, he sends for a nice wooden box, places them in it, and goes to see Valerian.  At Valerian’s, he presents the runestones as a gift.  It is well received.  
    Valerian and two of his colleagues are poring over the book pages to determine their worth.  Valerian is very interested in solving the problem, but is more interested in examining the book, especially since it might hold the key to that solution.  He sends Perceval to the temple to be cleansed of the spiritual dissonance he has been acquiring from casting using the power provided him by the spirit he contacted.
    At the temple, he is cleansed.  He’s also told he shouldn’t cast for a week.  Further casting would require a new cleansing and put him more in danger.  At the temple, they get Kiri and prepare to head for the other hamlet.
    In the hamlet, they find one very nice house.  Iago, who has been here several times, finds it odd that the villagers now claim that a hedge-wizard lives there.  They formulate a plan: Kiri will go alone and talk to Fredigar, the hedge-wizard, and try to draw him out.  Sokar, Iago, and Perceval will hide in a nearby stand of trees lying in ambush.
    Kiri goes back into the hamlet and knocks on Fredigar’s door.  She’s let in.  She claims to have a donkey that has gone lame just down the road.  Fredigar agrees to come and have a look -- after he finishes a project.  In the meantime, while she waits and watches, he offers her some refreshment.  She has tea.  He finishes some incantations, then a straw man -- a magical construct made of straw and clothing, rises from his bed to do his bidding.
    That being finished, the three head out of the hamlet.  Once he’s in position, the others jump out to confront him.  There’s a brief fight, which includes setting the straw man on fire, they subdue him.  They find that there is a heart in the midst of the straw.  Iago and Perceval are somewhat intrigued.
    The villagers, attracted by the fire and commotion, gather.  At that point, they as much as admit that they are cultists and prepare to attack.  The party tries unsuccessfully to intimidate them, and a brief fight breaks out.  A flame jet, courtesy of Perceval, a vial of acid bursting above them, courtesy of Iago, and a couple of villagers severely wounded by hatchets, courtesy of Sokar, cause the villagers/cultists to scatter.  Sokar kills the two villagers he wounded in the process of retrieving his hatchets.
    Sokar wants to loot.  They go into the Fredigar’s house carefully, search it, and find another altar.  In the process of looting, Sokar, outside, is confronted by another villager/cultist.  He kills him.  Iago admonishes him not to do simply kill them.  Sokar protests that it’s a battle, and on a battlefield, dead enemies are better than live ones.  He’s clearly not getting it, but he’s equally clearly trying to.
    After thorough looting of the village, the party prepares to head back to town to retrieve a squad of clerics for the purpose of desecrating the altar....

**End of Session**