Tarantium Campaign Session Notes

Missed many sessions of notes. The TLDR for August-October

  • the party is posing as a business syndicate, trying to find two missing Imperial agents
  • they are in the town of Aldarsh – a liberated star fort town, with an atmosphere like the American South during reconstruction after the civil war
  • to the east are mountains and the war, to the south dark forests, to the north a mist shrouded swamp, inhabited by redneck elves
  • after accumulating a lot of breadcrumbs they ended up at a local ball, where the gentry are keeping up pretenses
  • after which they had a job from a local noble family to clear some goblins out of mine, and deal to an old demon the Lord had bargained
  • the goblins were like war boys from Mad Max Fury Road
  • the demon was defeated, with two PCs down and bleeding, with the help of an Eclipse Demon, which resurrected Vitus (who had been KIA).

21 November session

 

Swimming in a pool of corrupted blood that a demon used to call home was never a good idea. So while the party found a bronze chest, swimming around in the muck led to Talia becoming very sick.

The chest was filled with Goblin lead coins, and a red crystal shaped like a mastery rune (the party never found out what it did). Crozane triggered the loot’s curse (this time it was just “all this stuff belongs to you now” rather than a “collect everything in the world”).

Party decides against exploring the sealed vault.

Secundus’ Might spell came in handy, for carrying the chest of lead coins, and Talia once she passed out.

The party was chased by a Gorp through the tunnels. After a few Endurance checks and fatigue points, Pyrias decided to knock Crozane out (a familiar pattern) and the party dumped both the lead coins and the red crystal (figuring it was drawing the Gorp to them).

Mechanics is not a strong skill in the party, but after several failures a 01% was rolled to activate the elevator mechanism (I ruled that the Gorp just missed the party and fell into the elevator shaft).

Leaving the mines, the party meets Rosander, their guide, as the sun starts to set outside. Choice to take shelter or push on. Party chose to push on. First aid checks are not much help when someone is unconscious and dying from disease. Discussion with players, everyone believes the Goblins will move out of the mine.

Encounter with an archaic knight in old style plate armour and horse in barding. Party declines the opportunity for chivalric combat, and the knight offers to help the damsel. Talia ends up being transported to a hag’s cave, where she is cured. Talia decides it’s a good idea to avoid debt, and gifts a spirit charm to the hag.

Back with the Maxlaces, party get their pledged POW back, along with the 15% income share, apartment and library access. They also get some explanation of what has happened – David used the Demon’s power to resist aging and cloud memories of people.

Kayla and the dance of the seven critical fails. Pyrias gives Kayla the Demon heart, and she uses it to restore her damaged eye. Pyrias resists a seduction attempt.

Vitus and Florenzia, interesting revelation about a strain of disease that ages people and creates a crystal substance in their body that can be harvested for MP regeneration.

  • XP was too low, everyone can have +3 XP.
  • Which breadcrumb do you want to pursue next? I would like to try and focus a bit more in getting the party to the interesting conflict/challenge, although if you want to just keep going to balls and flirting with the locals, that is fine.

5 December session

I will try and be a bit better about writing up the notes. Pester me for them if I don’t do them by the end of the weekend the session happened in.
  • Vitus explores the restorative properties of mana crystals harvested from dead bodies and discovers laudanum. And spends time getting to know Matron Florenzia intimately.
  • Talia needs blood, so plays music in the various establishments of Aldarsh, until she scores a forgettable one night stand with a barkeeper.
  • Secundus writes a good letter home to his wife Stitch.
  • Pryrias is (late to gaming) recovering from wounds inflicted by the demon.
  • Crozane runs errands, and receives von Schenk’s politely worded decline of their tender for bridge building at Foulbridge.
Leeching earth (Willpower) checks are made for loss/recovery of MP. Vitus gets a critical success and dreams of a black eclipse burning away the fogs of the swamp, revealing sunken stepped pyramids, in the depths of one is the husk of a dead fire god.  Secundus gets a 100% fumble, loses three Arete, and dreams of being a were-bear whose claws cause people to wither and die.
Extensive discussion of all the potential quests, side-quests, and other diversions. Pyrias pushes the party towards a get-rich scheme involving building a road through the Griefswald (cost estimate by Engineer Secundus 30,000 silver), hiring slave labour and then somehow getting the food to feed them while they mine salt. This of course is just a cover operation for hunting down the Black Shuck, whom Pyrias opines, was responsible for killing Mueller and Skulder. Pyrias goes to the drop, and starts setting up a front of house for the syndicate back in Tarantium.
Crozane spends close to a full day observing von Schenk’s offices. They occupy a sturdy three story building. While rooftop access is possible, the place is guarded, with a big dog. Crozane;s Stealth check of 30% beats the Guard’s Perception check of 28%. Returning home after being up all night, Crozane finds a poor freedman who has been beaten to death (I am checking every time you wander off by yourselves to see if you get mugged). Crozane does the right thing, and reports the occurrence to the authorities, without getting arrested or accused of vile things.
Vitus uses Project Vision + Witchsight to try and hunt for disease spirits in Aldarsh, without success.
Talia finds that there are only two books in the library she can read unassisted. A book on theater makeup (potential skill increase for Disguise) and a book on instructing young ladies in etiquette (potential skill increase for Teach). Some discussion at the table about wanting to open more language skills, and how that will take a lot of time. Talia “accidentally” leaves her ritual study notes lying around for Kyla Maxlace to discover.
Pyrias finally gets to the delayed lunch with Anander Rotrant. Pyrias rolls a 28 for a Deceit check against Anader’s Insight check of 29%, so he fails to fool her about being just an innocent businessman, even with his gambit of gainful employment as a factor the Sapphire Sword Syndicate. Strangely enough, when Pyrias pushes for the truth about her, she tells him straight up that the family is cursed by a demon in the swamps, but what she wants is painkillers for her mother’s illness.
My notes are a bit sparse here, but the party went to dinner at the decaying/subsiding Rotrant mansion. On the way they passed a Sobeki camp by the river. Think sentient crocodiles with banjos and very little clothing in the heat.
Painkillers were handed over for Anander’s mother. Turtle soup was served for dinner, and the party agreed to go into the swamp and hunt and kill the demon (“Old Mother”) that cursed the family.Or more specifically, had the bargain about the necessary sacrifice go out of kilter a couple of generations back (a 01% on the Influence check means the party got a lot of the family history) and Anander has pledged to go into the swamp and kill the demon or die trying, rather than have the burden fall on another generation. Anander is going, as will the party hireling Mitch Mitchson Junior (boat handler, trusty guide) and Florenzia also volunteers (so the party has a dedicated healer for once). Anander also drank everyone under the table.
On the way home, you noticed everyone at the Sobeki camp had machetes and falchions covered in blood. Given your evil hangovers, further exploration of the camp was passed on.
So the next session will have a bit of an Apocalypse Now feel to it, into the swamp/heart of darkness to hunt a demon. First stop, the Alfandi (swamp elf) village, where the fact that Secundus is a traditional Vordar enemy may be a problem.

19 December session

Shopping

Your local guide, Mitch, advised you of suitable gifts for the Alfandi river trade clan, and of the options for boats to take into the swamp.

You hired an undine powered boat from a couple of Vargr devotees (Ivan and Natashya) of the Cult of Danu the Pirate Queen, for 1200 silvers (including a 200 silver penalty for the ‘bad luck’ Vordar). The boat is called the Tsarina Suka. Two cabins and some storage below, but most of you will be sleeping on deck.

Some time was spent shopping for a few more gifts: Pyrias rolled a 01% critical success to find three Smith & Winifred pistols, ex-military surplus, built by the lowest bidding contractor. Crozane found Moon Snake Elixir, a proven remedy for all varieties of swamp fever. Secundus passed on the offer of some brightly coloured song birds. Talia started a long streak of unlucky dice rolls for this session and found nothing in the markets.

Pyrias managed a critical success on his repair attempt for a rapier.

Alfandi Village

Into the swamp, first stop the floating platforms and treetop dwellings of the River trade clan. Shrouded in mist, sticky with humidity. It is as fortified as a place built from twigs and string can be, and the locals have a feral look to them, with spears and bows ready to hand. Clothing is a mix of functional and gaudy – anyone with wealth wears it as bling. The River Queen’s dwelling is the most substantial of the lot, with a large enough ceremonial area for about 100 people, and some smaller private rooms. Underneath that is a set of wooden cages, the largest of which has a big crocodile in it.

While the party is initially greeted warmly by Prince Danton-Claude (DC) – intimately so in the case of Mitch – things take a serious turn when Secundus the Vordar is revealed. Secundus is stripped, bound, hooded, and marched off to be placed in a water filled cave. Ancient history leaves the Alfandi prejudiced about Vordar. So the negotiations are both for toleration of Secundus and guides to escort you deeper into the swamps. DC is buff, handsome, and friendly. Possibly too friendly.

Some slight eye-popping when I made the initial influence check Herculean, but the locals are very suspicious of anyone bringing one of the murderous Vordar into their village. Gifts help, as do an explanation of the party’s reason for the swamp voyage – to kill the “Demon” Darnash – and the offer of three pistols and firepowder, plus five crates of steel weapons from Anander Rotrant, clinches the deal. A twist revelation – the Alfandi state that Darnash is in fact a sleeping power, so a bit more than just a demon. At some stage you should really talk to Anander about exactly what her family’s relationship with Darnash is.

I was trying to portray the Queen as an elven version of Jabba the Hutt. Old, obese, cunning and greedy. Her bodyguard (Tijean) is a giant of an elf with a long spear who never speaks.

While most of the party was negotiating, Secundus got an interrogation from what turned out to be the Queen’s daughter Anne-Collette (AC). Unlike the other Alfandi, AC has blue eyes, not brown/black. AC is lithe, long-haired and suspicious. Secundus had mixed success on his Deceit checks, so you can be sure that AC thinks there is more to this Sapphire Sword Syndicate, than just another group of greedy adventurers.

Note – the clans deeper into the swamp will not be so flexible about the presence of a Vordar. You should anticipate extreme reactions.

Carousing

With success in the negotiations, a celebration is held. The Queen has promised an escort of guides with the skills and experience needed to get the party alive to the old mound in the centre of the swamp, where Old Mother Marnash, the immortal Dreaming Hunger, can be found, along with her mortal cult, dire crocodiles, sting wings, and the legendary Rangarou monster.

Pyrias spends the party largely in close company to the Queen, sitting on the same comfy divan as her. In private conversation, the old Queen points out that while any of her children can attempt the trials to become clan leader after her, only one of them can come home again afterwards.

Secundus spends most of the evening with the Queen’s flabby legs resting on his body.

Anander repeats her past feat with a new drinking contest with the Alfandi.

Crozane’s blonde hair goes down well with the dark haired Alfandi, and a critical success in party mode has several women competing for his attention. DC spends some time flirting with various characters, and Crozane reciprocates, spending a Luck Point on a Deceit check (leading to the question “…but did I want to fail?”).

Vitus mostly dances with Florenzia. Florenzia thinks DC is creepy. QOTD was “but can he dissect a child?”

Talia ends up in private conversation with AC over a bottle of Ildresh (the local equivalent of Purple Death), but mutual suspicion prevents any useful exchange of occult information or potential friendship. As has become usual, Talia ends up watching everyone else have a good time, sleeping on the deck of the boat alone.

Based on the sum of the conversations, the Alfandi are not especially trustworthy, are still holding onto a lot of information, and there is a power play in progress between  AC and DC for the succession to clan leadership.

For a change with dream visions on failed leeching earth checks, I got you to start with the descriptions. I will be doing more of this as you get deeper into the swamps. Pyrias dreamed of Miranda, and dark tunnels, so I added tentacles. Crozane dreamed of the deep swamp, and AC and DC standing together, so I asked which of them stabbed the other first, and he chose AC. Whether this has any real prophetic meaning is yet to be revealed.

Departure

The clan blesses some idols, using blood supplied by Secundus (-1 HP to left arm). The idols closely resemble something from a bad dream Talia had a few sessions back.

9 January Session

Greetings
1) Next session date is planned for 30 January.
2) We assume the pair of sunglasses here is Dutton’s
Into the swamp…
We start with a discussion about how to kill a sleeping power. The party seems to be short on mythic resources, having disposed of several potentially embarrassing relics in the past.
A lot of math is done, calculating Banishment. Even with augmentation and a one hour ritual cast, its probably not going to do much more than irritate a 100+ POW behemoth.
Pyrias makes a Forbidden Lore check. What the party needs is a force multiplier, or to find a vulnerability.
Some discussion about which of the two Alfandi heirs to support: conservative Anne-Collette (AC) or open-minded Danton-Cluade (DC). Some wiggle room in the phrase “only one will return”. Death, exile, imprisonment are all valid options for the loser in this little game of thrones.
Pyrias has a conversation with Anander Rotrant (AR) about what exactly has the party got itself into. AR tells Pyrias that the oath for the deal the family made is in the Viridian Book. Burn it and the oath is negated. Or take the book and take the power.
Talia tries to get information and help from AC to make protective charms and botches with a 99%. AC tells Talia the campsites are warded and that there is a side-entrance to the sunken ruins where the mound of Old Mother Darnash lies.
The campsite
Some dry ground surrounded by trees and tall totem poles. Someone makes a successful Forbidden Lore check and is pretty sure the totem poles are representative of various local sleeping powers. The serpent form of Darnash is clear, as is the demonic toad form of another power. The remaining two are unclear.
Pyrias and DC go collecting firewood. In the east is a zone of dead trees. DC says it is a forbidden place for the Alfandi, but not necessarily forbidden for outsiders. Back at Camp AC pretty much says anyone who goes that way is an idiot. After warding the camp, however, she does, paint everyone with protective runes.
So the party heads off to the east, hoping to be back before the sun has fully set.
The dark tower
 
The tower lies partially submerged, the nearby land is filled with dead foliage. The stone is black, and the crenelations are less battlements, and more spikes. Secundus can hear a voice whispering inaudibly from the tower. The party is ready to advance back to camp when AR notes that the tower is of a make similar to Vordar ruins in the woods south of Aldarsh. Secundus fails a Willpower check, and the door to the tower slides open at his approach.
The entrance vestibule has a lot of chains and manacles, a slime covered floor, and two sealed pneumatic tubes along the back wall. Talia finds a rune matrix on the back wall, figures out the controls for opening the tubes, and invests the MP to start them running.
Pyrias and Secundus go down one of the tubes. “If we’re not back in 30 minutes … wait longer.”
The basement is half-flooded, and features an empty cage, a rack of surgery/interrogation instruments made from bronze and obsidian, and a rack, on which rests a skeleton wrapped in chains, with an old fashioned long sword thrust through its rib cage.
The room is explored, with the only serious drama occuring when Secundus pickes up the long sword, and Pyrias puts a blade to his neck and asks him for “the magic word” (the players are getting used to possession attempts by spirits when the loot old relics). After some stumbling Secundus recalls it (the name of another sleeping power the party has encountered in the past). Secundus can read the ancient Vordar runes on the blade, which spell “Varlon”.
Vitus grabs some of the instruments as presents for Florenzia, who stayed back at camp. Concealed in the water, Secundus finds a set of plate mail made from black glass. People suspect, but are unable to confirm any enchantments. The helm has been made to resemble a toad … somewhat like one of the totem poles back at the camp site. The straps have rotted away, but the glass armour is otherwise intact.
The party ventures up to the roof level of the tower. Here they found a room filled with piles of bones, a roof with a lattice grid of thick bronze bars … except where the bars have ripped apart by some potent strength. Sitting on the floor in front of them is a pile of coins and objects. The situation pretty much screams “It’s a trap!”. Usually Crozane would be the person who triggers the encounter, but as that player is away this session, Pyrias steps over and picks up a glass cube, that fits on the palm of the hand, and contains liquid and a small air bubble. It has no obvious opening.
Using big 32mm dice to track Luck Points.
A red Bayakhee model from Cthulhu Wars to represent the monster.
Fight!
 
The Child of Rangarou (CoR) attacks. It is a giant, feathered crocodile, with vestigial wings. It attacks in a burst of potent speed, sweeping a maelstrom of bone fragments through the air.
<Stats were as for a zombie Wyvern, 3 Actions, 87% combat skill, D12+2d6 damage, poison, disease, 7 AP per location, 11-13 HP per location, chest/head hit required to kill. I had considered giving it a combat skill of ~120% but decided this would be too lethal if the party was divided and failed a Willpower check>
Four characters are present at this point, Crozane and AR are down below (AR had equipped a set of custom plate armour and a greatsword and waded through the swamp with the party) and will take 2-3 full rounds to get to the top level.
The players all make the necessary Willpower checks to avoid being intimidated (which would cost them a full round of combat actions).
Round One: First Actions
Pyrias makes an oratory check to give other characters a +08% augmentation on the Willpower checks.
CoR attacks Vitus, who is holding the lantern. Rolls 30% versus an Evade of 50%. Some discussion, Vitus should have the Daredevil trait, so is not prone.
Talia starts casting Backlash.
Secundus hits with Varlon’s Blade, but fails to penetrate. The Blade starts glowing (the spirit bound into the sword has cast Pierce). I ruled the Longsword was broadly similar to a rapier, so only one difficulty level to use with the rapier focused combat style.
Vitus starts casting Fire Dance.
Round One: Second Actions
Pyrias misses.
CoR hits Vitus, who fails to evade, and spends a Luck Point (LP) to avoid losing the arm from 13 points of damage. With its long jaws clamped around V’s arm, the CoR extends a proboscis from within its mouth deep into the wounded flesh. CoR rolls a 07% Critical, so V spends a LP to force a reroll it into an ordinary hit. Seven damage requires another LP to keep the arm intact (and V is now out of LP and Actions). Some Endurance checks are failed and V is now suffering from a debilitating poison (tasks involving the arm are +2 difficulty grades) and a necrotic disease (-1 STR per hour).
The lantern V was holding drops on the floor, but does not go out.
Talia casts Backlash on Pyrias and herself.
Secundus hits with a critical success (and CoR is not defending itself) and does maximum damage, bypassing armour, to the chest. That drops the CoR to 0 HP in the chest, but -13 is required to knock it out. Varlon’s Blade glows again as the spirit casts Bladesharp.
Round One: Third Actions
Pyrias attacks, misses, uses a LP to reroll … hits … fails to penetrate armour.
CoR utterly smashes the lantern, plunging the room into darkness. Secundus has nightsight, so is unimpeded, everyone else is struggling to see the beast.
Talia casts Sense Blood … but the CoR is undead and has no blood … except for V’s blood on its jaws!
Secundus hits, and is now rolling 1d12+1d4 ignoring two points of armour (this is about the most buffed anyone has ever been in the party on folk magic).
Round One: Fourth Action
Pyrias attacks, hits, and impales his rapier. But the CoR is too big (SIZ 35) for it to have any great effect.
Round Two: First Action
Everyone makes their Willpower checks.
Pyrias tries to draw his blade out, and fails.
CoR attacks Secundus, attack 55% to evade 37%, and does 17 points of damage to a leg, which reduces it to -3 HP after armour. Secundus uses a LP to mitigate it to a minor wound (House Rule) so the leg stays on 1 HP.
Talia attacks, 05% critical hit, target chest, bypass armour, and the foul beast is slain!
A healing potion is used to stabilise Vitus, but he needs some serious after hours emergency care. Luckily there is a trained nurse back at camp.
 
Inventory and Redistribution
  •   13 Jade coins, strung together with copper wire through a central hole, the coins are decorated in forbidden glyphs from before the dawn, and can be determined to be magic (Vitus with mystic hearing, the coins are screaming in fear): AC later claims these are coins which ensure passage to the other side (death) and back again.

  • 1,242 Bronze coins, green with age (value is uncertain)

  • 1 Blue Sapphire ~1,200 silvers, 1 smaller Blue Sapphire ~1,100 silvers, Alexandrite ~500 silver, Carnelian ~20 silver, Chrysophase ~40 silver, Hematite ~12 silvers (approximate values)

  • A hexagonal tile, made from gold, and enchanted as a Sentry Warding. (Vitus – it sounds like it is drawing a breath in).

  • A Bone Scroll case, containing a scroll written in an unknown tongue.

  • 81 modern silver coins of the Lunar Realms

  • A vibrating dagger (magic hum/flicker) – the party assumed Crozane was appropriating this

  • A small obsidian state of a frog with claws, dominating a writhing serpent. The base contains ancient pre-dawn runes.

  • A square cube of a glass like material, that contains a clear liquid, and a small air bubble.

  • An artists book, half filled with sketches of swamp creatures, and annotations in a Silent Legion cypher (will take several days to completely decode). Author’s name was just M.

Back at camp
 
Florenzia performs first aid, then surgery, with the help of the Moon Snake Oil Crozane purchased earlier. A 07% critical success means that Vitus is not going to be losing an arm, and the progress of the disease has been stopped (only -2 STR lost). The poison is still in the blood (for another five days).
AC tells the party they should take all that treasure and throw it back in the swamp. Both she and DC are horrified that the party has fought a CoR, because its mother hunts the swamp for Alfandi who break tribal taboos, and the child is part of pale shadow of the terror that is the mother. Note: you may wish to read the entry for the Terrifying trait in the creature section of the RQ rules.
Dreams
 
Inside the wards, with the blessing from AC, most people sleep peacefully.
Vitus, however, dreams that he is escaping a massacre. Alfandi cultists attacking a camp similar to this one, at night. I give Vitus the choice of a companion, and he chooses Pyrias to be fleeing the massacre with him.
The scene replays, back to the beginning, over and over again. I ask Vitus who the betrayer is, and he chooses Crozane.
Secundus gets a dream conversation with the haunting spirit bound into the blade. Varlon warns him against trusting the Alfandi. Standing at the dream crossroads, Secundus makes a bargain for training and opens the Vordar Longsword combat style at a level equal to his current best combat style.
This costs him one permanent POW (which reduces his LP by one, so is quite the painful sacrifice) and he acquires the Hate Alfandi passion at 86% (Varlon has been brooding for about eight centuries, honing his hatred of Alfandi). In certain circumstances he can augment with Varlon’s skills and passions for ~20% bonus. So that means his combat style can get over the 100% threshold.
“Seek the sword of Red and Gold” is the last of Varlon’s whispered advice as the sun rises.
The next day
Pyrias is a bit miffed that Secundus has been making pacts with ancient spirits without permission. Now there is a bit of discussion about whether or not Secundus should be allowed to put the old Vordar glass armour on (its clearly enchanted, a hammer blow does not shatter it). The Alfandi with the party, however, are now clearly terrified of Secundus, so Pyrias is worried they might do something dangerous and desperate if provoked further.
Pyrias has a quiet chat with Talia in the morning. He has decoded part of the message in the artbook. It started with “The Alfandi are not to be trusted” and went downhill into gibberish, conspiracy theory, tales of cannibalism, and the exaltation of Darnash. Its time to try and sound out their Alfandi allies a bit more.
Talia tries once again to have a conversation with AC, while Pyrias has a chat with DC. Talia blows the Influence check for a third time. AC drops hints that the Guardian of the side entrance will be interested in Talia.
DC is a lot more forthcoming, but also more probing of the party’s motivations, and is surprised when Pyrias appears uninterested in the location of the cult treasury with enough gold for 100 lifetimes.
At midday the boat crosses a spirit barrier, for which AC performs a ritual for everyone but Secundus, costing a MP so that the party can cross unobserved. Secundus spends a LP to make the willpower check when crossing the barrier.
Pyrias tries chatting with AC and gets a few more cryptic hints (and my notes are not as clear as they could be, I hope you guys remember what I said).
Towards the end of the day, a new campsite is reached. This time its a stone pillar rising out of the mire, with carved steps up. Surrounding it are four ancient trees, carved into the now familiar totem shapes (and Vitus recognises the scene of the massacre in his dreams). While AC can ward the platform, she refuses to allow Secundus into the sacred space. The boat crew are also reluctant to leave their boat, and one of their children has fallen sick.
Despite all the horrors encountered so far, the first time Pyrias squirms, is when someone suggests Florenzia is good with children.
…and that is where we ended, with the Sun setting in the distance.
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