In a swamp filled with redneck elves

Notes from my Runequest 6 roleplaying campaign.

End of January
Fairly sparse notes here.
You camped on a stone pillar in the swamp, surrounded by four large trees carved into totem poles. You fished and set up a warding circle. The riverboat was moored below, with the crew, and Secundus – who Anne-Colette (AC) refused to let up into the sacred space on the pillar.
The party was attacked by 40 cultists late at night, plus support from distant archers (07% chance per character of being hit by a 1d10 longbow arrow each action). Highlights of the fight included:
  1. Vitus taking ten points of damage from an arrow to the knee, but making a critical Endurance check
  2. Vitus animating the camp fire as a barrier on the only stairway up to the top of the pillar, and using Fire Dance (wrack) to injure a lot of elves, setting things up nicely for (5)
  3. Crozane rolling a 100 fumble on perception, and acrobatics.
  4. Valron’s spirit casting fanaticism on various party members
  5. Secundus doing the Vordar whirlwind blender of death routine against half-a-dozen cultists
  6. Secundus using engineering to get the boat’s ballista into action
  7. Heroic leaps from the pillar down into the boat several meters below.
Talia cast her two big spells, got wounded by an arrow, treated by Florenzia. The cultists suffered heavy casualties and fled. A prisoner was interrogated and released.  The Alfandi took one of the wounded cultists and performed a blood sacrifice to regenerate MP. Lots of tension between Oliver and Ru over wearing the black glass armour and using the old sword.
The rest of the voyage to the wall was uneventful. Entering the narrow crack full of tree roots and vines you walked single file to a door marked with a sun rune. Crozane meditated to open it, fumbled, and was seen by the Sun Dragon. “I see you little worm”. After that the party entered a courtyard strong in plant life, and an androgynous plant entity appeared, which is where we ended the session.
February 13
 
Talia takes charge of the negotiations with Pinshallah, and promptly rolls a 100% fumble on her Deceit check. It was agreed that she introduced herself by her real name, not the fake Helena name of her disguise in town. The NPCs with the party took note of this for later…
Pinshallah offers hospitality (ripe fruit and clean water) which is accepted. Talia then botches again trying to figure out what Pinshallah wants.
Pinshallah offers three bargains (1) someone chooses to stay with them forever, (2) blood and magic from all present, (3) an hour of “embracing” Talia. Talia agrees to option three.
Most of the party falls asleep, except Crozane and Vitus, who rifle through the pockets of the NPCs, watering down Danton-Claude’s blade venom. Those sleeping have a few visions:
  1. A scarred Inquisitor, last seen in Runescar, being ordered to hunt the party down.
  2. Varlon’s armour causing swamp elves to flee in terror.
  3. Emnity plotting against the EMpire with the swamp elf cultists.
After everyone wakes up, Pinmshalla gifts everyone a seed of potent magic for use against Old Mother Darnash and her cultists. The sleep had also caused one luck point and 1d6 magic points to regenerate. Pinshallah also whispers to Talia, that it will take care of the children! Then the party crawl through a crack in the wall opened by Pinshalla, and make their way through a narrow root choked tunnel for a long time.
The party emerges in a round tower converted into a longdrop. Pyrias makes the Athletics check to climb up to the top with rope and grapple. He makes a critical success check as a guard comes in to use the facilities. Pyrias then carefully draws a blade while hanging on with one hand and stabs upwards … rolling a 91% with a 90% combat style. He spends his last Luck Point, and rolls a second 91%. The unsuspecting guard finishes, adjusts his tunic, and walks off, none the wiser.
Everyone else climbs up successfully, except Talia who rolls her third fumble of the evening and is now soaked in sewage.
The party buffs itself with project vision and Backlash, scouts the nearby area. Crozane, Pyrais and Secundus sneak off to deal with two guards, while everyone else waits.
While the sentries were being silenced (successful in part due to the Silence spell gifted to Crozane by the sleeping power Arth Sartha), the rest of the party failed to notice people approaching the long drop.
Mueller, the long lost Silent Legion agent walks into the long drop. After a brief moment of stunned silence, Mueller proceeds to bluff his way out again, after blaming Skulder for betraying the Empire.
The party reunites, and Crozane & Pyrias sprint for the area they presume is the Library where the Viridian book is held. The rest of the party walks more sedately (no one wants to fall off the rope and wood bridges into the mist below).  A brawn check opens the stone case surrounding the book, and it floats up in front of the party. Alarms are sounding in the distance.
A lot of Willpower checks are made … Crozane fails a Greed Passion check and asks for Power.  Crozane loses several points of Arete, tipping him below the threshold for visible corruption. I grant him a +1 POW increase, and roll for a random trait off the Luther Arkwright chart, giving him Charming. For his corruption I give him “Sunburn” – he takes damage from sunlight, and can only regenerate MP by taking damage.
Vitus then tries to set fire to the book, which fails. Party scouts see cultists cutting the bridge they entered the library by. Vitus casts witness, reads pages at random, finds a language he can read and finds the deal Emperor Constantine the Black made – sacrificing the souls of seven magi to gain a plague to fight Enmity with (so yet again the party learn another secret that could get them executed).
Anander ends up grabbing the book. Vitus resists his Passion for escalating a crisis and yields the book.
The party moves deeper into the complex, arriving at an altar complex. Crozane spots an assassin lurking in the mists nearby, someone else made the herculean perception check to see the invisible serpent coiled around the altar and the red-gold sword embedded there. The altar stone represents Father Mornanth, Mother Darnash’s cult enemy. AC suggests leaving the blade there, Varlon whispers incessantly to Secundus to take it. Secundus makes a Loyalty to Empire passion check, and fails his Hate Alfandi check.
Alfandi cultists cut the remaining bridge off the platform, which starts to shake from an earthquake spell. Secundus casts Might and draws the sword. The invisible serpent did not react.
At this point the party splits in two groups with Talia, Vitus and Florenzia taking shelter on the sturdy altar stone, and the rest of the party climbing up various vines and ropes into the mists.
Running over time at this point, I skipped on writing notes and focused on resolving two combats.
The three mages ending up fighting the serpent and the assassin. Things were looking grim, the Serpent crushed Talia’s chest to within one HP of instant death, when Vitus jammed his sword in the way (pressing the advantage). The Serpent evaded Talia’s Imprison spell. Talia then successfully haggled their escape, trading magic items and veiled insults with the Enmity assassin for their safe passage.
Oddly enough, the assassin agreed, with a smile on her lips.
The rest of the party ended up fighting a summoned Demon. Nothing like being told your opponent has 138% combat style in claw and bite to make a little adrenaline pump. To complicate matters, the demon could only be killed in by reducing it to negative base HP in the chest/head, and it automatically healed all damage every round.
Much to my surprise the party managed to pull off the required 24 points of damage (past about eight points of armour) from Secundus with a longsword, Crozane with a musket pistol, and a buffed up Anander with a True Greatsword spell. Pyrias by this time had recieved a crippling blow to the leg. One of Pinshallah’s seeds was also used against the demon, and had immobilized it, so flight might have been an option next round.
So now we have a group of wounded mages, lost in the mist. Elsewhere we have a group of mostly warriors and rogues on the roof of the great temple of the High Priestess of Old Mother Marsh, one of whom is no longer able to walk. The cultists are chanting in the distance, perhaps to summon a second demon.
Next session is going to be entertaining…
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