Wednesday, April 23, 2014

Treasure, XP, and Other Odds and Ends

Goblin Treasure

There were 10 goblins in all, though they were larger than any the PCs had ever seen.  They had a bonier forehead and generally somewhat "lumpy" or "brawny" features, making them exceedingly ugly even for goblins.  Here is what each was carrying:

(1)     Battered clay pot with the top cleanly removed, the bottom rotting away.  A pourous sack leaking stinking but harmless greenish ooze, which stains clothes and skin.  The sack contains a lumpy, congealed stew.  Studded leather haubark and leggings, leather boots, paring knife, battered wooden small shield, throwing axe, small purse with 13 copper and 2 silver coins.  [This one lives.]
(2)    An impossibly tangled ball of multi-colored thread, a well used key with its teeth heavily chipped and scratched, studded leather haubark and leggings, leather boots, small knife, battered wooden small shield, throwing axe, hooded cloak, and a purse with 9 copper and 6 silver coins.  [This one lives.]
(3)    A scratched brass ring, with three empty settings for precious stones; a glass eye, its iris to pupil ratio obviously meant for an elf rather than a human; studded leather haubark and leggings, leather boots, small knife, new wooden small shield, axe, bright blue broad brimmed leather hat with long chin strap, and a purse with 27 copper and 2 silver coins.
(4)    A single copper coin melted and warped almost beyond recognition; a small ceramic figurine that has been crudely painted enough times it is more paint than clay nailed to a fishing hook that has been bent straight and thrust through a small rubber ball; studded leather haubark and leggings, leather boots, dagger, battered metal small shield, throwing axe, short red cloak, and a purse with 19 copper and 1 silver coins.
(5)    A shuriken with a different insect impaled on each of its tines; a leather strap with buckles that seem to have been from some article of armor; studded leather haubark and leggings, leather boots, small knife, battered wooden small shield, axe, blanket cloak with iron clasp, and a purse with 11 copper.
(6)    A heavily defaced angel pendant with its wings snapped off leaving ragged stumps; a large, well-groomed and heavily waxed moustache, some scraps of skin still cling to it; studded leather haubark and leggings, leather boots, large knife, new wooden small shield, throwing axe, and a purse with 2 copper and 8 silver coins.
(7)    A reddish paste, presumably the remnants of some fruit made into a crude jam, that gives off a rancid stench; a pair of small ceramic figures depicting a bride and groom, the bottoms of which show some signs of being gnawed; studded leather haubark and leggings, leather boots, small knife, battered wooden small shield, throwing axe, green felt hat with a battered crows feather in it, long black cape with black rabbit fur collar in excellent condition, and a purse with 29 copper and 7 silver coins.
(8)    A fist-sized gray rock, smooth and round, perfect for skipping across a lake and little else; a small harmonica with only three intact reeds, allowing it to produce only a handful of sour notes; studded leather haubark and leggings, leather boots, small knife, battered wooden small shield, axe, loose woolen pullover with hood, and a purse with 4 copper coins.
(9)    A well used sling stone which shows signs of gnawing; a small chunk of soapstone carved into the likeness of a finger; studded leather haubark and leggings, leather boots, long knife, new red painted wooden small shield, axe, and a purse with 3 copper and 6 silver coins.
(10)    A heavily oxidized brass nail, the deep green of a pine needle;  a crumpled and torn wanted poster displaying the uncanny likeness of Alvin; studded leather haubark and leggings, leather boots, small knife, battered red painted wooden small shield, throwing axe, homespun hooded cloak, and a purse with 9 copper and 3 silver coins.

XP

The PCs all received 4 points for the session.  Autumn was voted the bonus point for her out of combat moment of supreme awesomeness in slicing and catching the thrown apple in mid flight with her blades.

Odds and Ends
Allies as a power-up.
At any point, there should be at least one or two “shield grogs” in Wolverton.  These will be large-shield carrying henchmen built with the Guard template from DF 15: Henchmen and adjusted to the appropriate point level.  Such a character is worth 25% of your points, and appears all the time.  This costs 4 points.  A porter is also possible, though is more likely to be a paid henchman rather than an Ally as an advantage.

Spending points.
Learning new spells or other new skills not used thus far isn’t possible at the moment.  That said, feel free to improve any existing skills with earned XP.  Saving for advantages such as Combat Reflexes, improved attributes, etc., is also allowable.

Finally, a young man offers to join you on your quest:
That’s right, a 20-something fighter-type hears of your heroic battle and the capture of the stranger and asks to join you in your quest to find the missing women.  He’s detailed below.  He, too, could be purchased as an Ally if someone chose to do so.  Otherwise he can be brought along, rejected, hired, etc., as the PCs please.

Jory                                                                                                                                 62 points
Based on the Guard template from DF 15: Henchmen.  Jory was raised in Swallowfeld, the son of a fisherman.  Unlike the rest of his family, when he went out to sea, he saw endless possibilities, so at the age of 15 he enlisted with a passing naval vessel, eventually becoming a marine.  Now, after 4 and a half years, he has returned.  The military life just wasn’t for him, though part of his still longs for adventure, ever looking to the horizon.  When he mustered out, he purchased his sword and his haubark.
Attributes:
ST 12 [20]; DX 11 [20]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics:
Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0].
Advantages:
Fit [5], Striking ST 1 (1d/2d-1) [5].
Disadvantages:
Callous [-5], Easy to Read [-10], Overconfidence (12) [-5],  Sense of Duty (Adventuring companions) [-5].
Quirks:
TBD (x3), Horrible Hangovers [-1], Wanderlust.
Skills:
Armoury (Body Armor) (A) IQ-1 [1]-9, Boating (A) DX+1 (Unpowered) [4]-12, Brawling (E) DX [1]-11, Climbing (A) DX [2]-11, Fishing (E) IQ [1]-10, Knife (E) DX [1]-11, Seamanship (E) IQ [1]-10, Shield (Buckler) (E) DX+1 [2]-12, Shortsword (A) DX+2 [8]-13, Wrestling (A) DX-1 [1]-10.
Gear:
Blanket Cost: $20; Weight: 4.
Canteen Cost: $10; Weight: 3.
Large Knife Dmg: 1d cut / 1d imp; Reach: C, 1 / C; Cost: $40; Parry: 7; Weight: 1; ST 6.
Leather Haubark (Arms, Body) DR 2; Cost: $150; Weight: 12.
Light Metal Buckler DB 1; Cost: $125; Weight: 4; DR/HP: 8/40; Block: 10; Damage: 1d cr.
Personal Basics $5, 1 lb.
Sack (Holds 40 lbs.) Cost $30; Weight: 3.
Shortsword Dmg: 2d-1 cut / 1d imp; Reach: 1 / 1; Parry: 9; Cost: $400; Weight: 2; ST 8.
Torch (×2) Cost: $6; 2.
$239

Friday, April 18, 2014

Alysa Priestess of Ianuaria


Here's an NPC healer that I intend to insert into the party.  She could show up whenever is most useful, such as ASAP, since the party is pretty beaten up.  Originally I had thought to have her rescued by the PCs, but without serious healing, that is unlikely to work.  I'm also happy to have her used by anyone else running DF for us.  I think Ianuaria is generic enough as a healing deity to be inserted into most games without much effort as a minor goddess.

Alysa Priestess of Ianuaria                         125 points
Alysa is a priestess of Ianuaria, a healing deity.  She’s built using the Initiate template from GURPS Dungeon Fantasy 15: Henchmen, taking advice from the Customization Notes to make a “Hospitaler” character.  The only change to the template was that Riding was switched with Boating (Sail or Unpowered) to be more consistent with the region.  The spell list came from DF 7: Clerics using a healing deity as a template.  The only change to the template was that Riding was switched with Boating (Sail or Unpowered) to be more consistent with the region.
    Ianuaria is taken from a Burgundian deity of the classical age associated with healing.  Her shrine was located at a healing spring.  The two water spells are consistent with the healing spring theme.  Her ostensible reason for traveling to the Lonely Coast was a search for a healing spring which she would dedicate to Ianuaria, though in truth she seeks to be a wandering healer, fighting the forces of evil and spreading the cult of her deity.
    She’s built as a pure healer, though she has some skill with the staff and is at least somewhat competent in the wilderness.  Her gear comes straight out of DF 13: Loadouts (for the Healing Cleric).
Attributes:
ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics:
Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 5.00 [-10]; Basic Move 5 [0].
Advantages:
Clerical Investment [5], Power Investiture 2 [10].
Disadvantages:
Compulsive Generosity (6) [-10], Disciplines of Faith† (Ritualism) [-5], Sense of Duty† (Adventuring companions) [-5], Stubbornness [-5], Vow† (Chastity) [-5], Vow (No edged weapons) [-10].
Quirks:
TBD
Skills:
Boating (Unpowered) (A) DX [2]-11, Climbing (A) DX-1 [1]-10, Diagnosis (H) IQ-1 [2]-12, Esoteric Medicine (Ianuarian) (H) Per-1 [2]-12, First Aid IQ [1]-13, Fishing (E) Per [1]-13, Hiking (A) HT-1 [1]-11, Pharmacy (Herbal) (H) IQ-1 [2]-12, Religious Ritual (Ianuaria) (H) IQ-1 [2]-12, Scrounging (E) Per [1]-13, Staff (A) DX+3 [12]-14, Stealth (A) DX [2]-11, Surgery (VH) IQ-2 [2]-11, Survival (Woodlands) (A) Per-1 [1]-12, Swimming (E) HT [1]-12, Theology (Ianuaria) (H) IQ-1 [2]-12.
Spells (All at 12):
Aura, Awaken, Body-Reading, Clean, Create Water, Final Rest, Healing Slumber, Light, Major Healing, Might, Minor Healing, Purify Food, Purify Water, Recover Energy, Relieve Sickness, Resist Disease, Resist Pain, Resist Poison, Stop Bleeding, Test Food.
Gear:
$897.50,46 lbs.
• Boots (p. B284) [Feet] DR 2*. $80, 3 lbs.
• Fine Quarterstaff (p. B273) [Torso] Damage sw+2 (1d+2) cr, thr+2 (1d) cr. $30, 4 lbs. Parry 10.
• Healer’s Kit (1, p. 26) [Sack or Backpack] $200, 10 lbs.
• Heavy Leather Leggings (p. B283) [Legs] DR 2. $60, 4 lbs.
• Heavy Leather Sleeves (p. B283) [Arms] DR 2. $50, 2 lbs.
• Holy Symbol (1, p. 26) [Sack or Backpack] $50, 1 lb.
• Holy Water ×3 (1, p. 26) [Sack or Webbing] $22.50, 3 lbs.
• Mail Shirt (p. B283) [Torso] DR 4/2*. $150, 16 lbs.
• Minor Healing Potion (1, p. 29) [Sack or Webbing] Heals 1d HP. $120, 0.5 lb.
• Ordinary Clothing (p. B266) [Torso, Arms, Legs] Initially free; replacement cost is $120. $0, 2 lbs.
• Paut (1, p. 29) [Sack or Webbing] Restores 4 FP lost to magic. $135, 0.5 lb.

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**