Into the ziggurat of doom

We started with the party split in two groups.

The main group, having just killed a demon, considered the options. Crozane managed to spot, and shoot, renegade sorcerer Mueller through the mists, wounding him in the arm. At which point the cultists retreated into the ziggurat interior. Cue ominous chanting.

The mages managed to make a combination of good stealth and perception checks, so I allowed them to rejoin the main group.

The party followed the cultists into the interior for a confrontation in a room containing pillars and a large pit. While there were a lot of cultists (18+) chanting in the room, only six were an immediate threat to the party.

SAMSUNGSo the warriors engaged the closest cultists, while the mages cast Wrack (fire) and Imprison on different groups of cultists. The Alfandi were reluctant to engage Secundus in his ancient Vordar armour (had to pass Willpower checks to engage).

The cult Priestess cast dismiss on the first Imprison, while Mueller eventually cranked out a Tap (Strength) spell on the PCs and their allies, which gave a few PCs negative damage modifiers. The wrack spell was pretty effective at burning cultists to death, the exception being one cultist who ran on fire to the pit, dropped, rolled, and crawled to the edge of the pit, survived 2-3 arrow/pistol hits, and then finally rolled into the pit as a sacrifice…

While the party rolled several fumbles, none actually took place due to the use of luck points. Same with the critical hits scored by the cultists, luck points were used to force rerolls.

The melee fighting took several rounds to resolve, due to a string a lucky Endurance checks by the cultists (and a spectacular number of rolls that were equal to the skill score). Advancing forwards, the warriors lost formation and Anander and Pyrias were almost overwhelmed – Secundus burned a luck point for an extra action to move over and threaten the cultists. So the cultists did not skewer Pyrias on the ground after tripping and disarming him.

No great shock really when a demon came up out of the pit. Two of Pinshallah’s magic acorns were used to take it out – with a nice critical throw from Pyrias down the demon’s throat. Gobbets of demon flesh and black ichor exploded everywhere. A couple of the cultists ran at this point.

A second Imprison spell locked up the remaining cultists, who were then summarily killed.

That took about three and a half hours to resolve, about 45 minutes per combat round. So that left only 15 minutes to quickly narrate the following:

1. Old Mother Marnash waking up, wounded from the mythic acorns thrown down the pit.
2. Anne-Collette, the Alfandi witch bargaining a concealment/protection spell from the Viridian Book in exchange for the party agreeing to throw the Vordar black glass armour and spirit haunted blade down the demon pit. Loyalty empire passion won out over hate Alfandi.
3. Exiting the sunken mound city, the party found the boat vanishing in the distance (the NPCs who deserted the party earlier raided the treasury, and with a sleeping power waking up in the city, the boat crew were easily persuaded to depart immediately).
4. It took over a week to walk out of the swamp (minor dangers handled with an expenditure of healing and cure disease potions). Anne Collette was installed as an ally in the river clan village, and Anander Rotrant becomes the front of house factor for the business syndicate in Aldarsh.

Loose ends

1. What was the mysterious agent of Enmity up to?
2. What was Mueller really up to – what was he doing here on behalf of the Empire, and how exactly did Skulder betray the Empire (if she did)?
3. What will the wounded sleeping power the party has roused do next?

Loot

1. A carved staff of black wood, appears to be useful when evoking demons.
2. The sword of red and gold (Orichalcum), mythically powerful against Father Mornash and Vordar, its a Shortsword that does 2d6 damage (to a maximum of six points).
3. Black Ruby Pendant storing up to 13 MP (rechargeable through blood sacrifice).
4. Jade Wand storing magic skill/10 MP (rechargeable through acts of devotion to the sleeping powers).

Experience = 12

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…

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.

Player Character Species for the Tarantium Campaign

Today I spent some time fleshing out sentient species that players might use for player characters in a Runequest campaign.  I know this is subject to diminishing returns, in that if I develop more species than players, some or most of them will not be used.  In my Dragon Age game, only one of my five players wanted to play a non-human at campaign launch, although we later ret conned one of the player characters to be a half-elf.  So one of the considerations for me is that each of the species I develop is something that helps explain my campaign world, and will provide NPCs and plot lines for me to use in the play of a campaign.

First Draft – Player Character Species for the Tarantium Campaign

Humans are the dominant race of Koth, both numerically – representing 80 per cent of the world’s population, and politically – ruling all the major Empires and most of the minor Kingdoms and independent enclaves. If you choose to play a non-human species, you should be aware that it is likely to have fewer legal rights than humans, and may encounter prejudice from merchants and officials.

If you wish to play a specific species of your own choosing not from this list, we can probably work something out. If its derived from classical mythology, then it may be a Courtly race, but if its from more recent fantasy, then its likely to be a Conquered species.  The Courtly Folk include:

  • Arani (a giant spider)
  • Brachi (a sentient crab)
  • Ghoul (a humanoid carrion eater)
  • Minotaur (as per classical mythology)
  • Sobek (a crocodile headed humanoid)

The Conquered Peoples include:

  • Alfandi (light skinned, dark haired elves, once farmed the fields of the citadels)
  • Telchari (hairless dwarves, once maintained the sewers in the citadels)
  • Vargr (bipedal wolves, pack creatures with chaotic governments)
  • Vordar (dark skinned, light haired, elves, once the wardens of the citadels).

Arani, Brachi and Vordar do not play well with others of their own species.  Only one PC in the party can come from each of these species.  Ghouls, Sobek and Vargr enjoy and actively seek out the company of others of their own species, unless they are insane or undertaking a ritual quest that requires solitude.

Arani

The Arani spider folk made a deal with the Taran family in the Founding Age, lending them the Arani matriarch’s oracle power, in exchange for protection and a place in society. Arani are respected in the Tarantine Empire, and feared elsewhere. Male Arani are by nature hunter-killers rather than ambushing or web-spinning spiders (which the female Arani are). They do not hunt in packs, and do not enjoy the company of other male Arani. They do respect knowledge, with many becoming scholars, and while not as adept at intrigue as the matriarchs, a few become skilled politicians.

In Tarantium, the male Arani are a bit like the younger sons of noble families, members of an important social class, but not terribly important in of themselves. Some descend to the ground in search of adventure and food, others work for the Empire in a number of roles, and a few just stay close to the Matriarch’s Court, even though this can result in an early death in the mating season.

Only male Arani can be played by PCs – the females are double the SIZ of males and too magically powerful to be balanced for a game. Young Arani males have dark brown – almost black – fur, which lightens to a tan brown colour as they mature. As male Arani age their fur slowly whitens, and the most dangerous elders reach a translucent white colour and can terrify almost any opponent. Male Arani have the following special abilities:

  • Adhering – as long as the Arani does not wear more than quilted/padded armour on its legs, it can move freely on vertical surfaces and ceilings
  • Combat Style – Eight Legged Horror (allows use of Grappling and Venom abilities)
  • Darksense – the eight eyes of the Arani are good for detecting creatures in complete darkness, the spider can make perception checks to detect prey within INT metres of its locations
  • Exoskeleton – an Arani has Armour Points in all hit locations equal to SIZ/7 (round down), armour can be worn over this but a full set of armour is likely to cost double what it would cost a human, due to the skill needed to allow freedom of movement for all eight limbs
  • Grappling – with a successful unarmed attack, you Grapple in addition to inflicting damage, if the attack was parried you gain the Grip effect on a limb, or the Pin effect on a weapon, use your Brawn skill to resist attempts to break free.
  • Improve SIZ – you can always spend experience checks to improve your SIZ, as long as you have consumed sentient magic-using creatures with SIZ/POW greater than your current SIZ/POW within the last lunar month
  • Intimidate – this ability is unlocked when the Arani’s SIZ reaches 20, opponents must make Willpower checks to stand their ground if you threaten them
  • Tool using – two of the front limbs are slightly shorter and have developed for manipulating tools, although Arani are clumsy compared to ten fingered humans they can wield weapons and shields, but they if the hilts/grips are not designed for their use they will struggle with them (make skill checks more difficult)
  • Venom – if the mandibles of the Arani are not impeded by a helmet, they can bite with a 1d6 damage attack anyone they have grappled, if this penetrates any armour, it paralyses the victim after 1d6 rounds (can be resisted) and then does 1 HP of damage per hour to every hit location thereafter as the venom liquefies the insides of the victim, the paralysis effect lasts for CON/4 hours.

Arani use a different hit location table than the humanoid races. See p.389 in RQVI.

Arani names: tend to be complicated and elegant, so much so their companions usually make a nickname for them.

Common Arani passions:

  • Loyalty (Arani Matriarchs)
  • Fear (Arani Matriarchs)
  • Love (Stalking Prey)
  • Respect (Teacher)
  • Loyalty (Tarantine Empire)

Note: Arani are more powerful than humans (although they lose some abilities if wearnig heavy armour), but much harder to roleplay, and there won’t be any casual sexual encounters in taverns.

Brachi

The Brachi are sentient crabs, known for their intelligence and curiosity. They feature in a few myths and legends, sometimes as a trickster figure, but often as a hapless companion of the hero who needs rescuing. They survived the Cataclysm by clinging to rocks and crawling into small tunnels for the ride down from the Moon and are now found throughout the world.

Brachi have a bad reputation for thievery, although they often quickly lose interest in the toys and shiny objects they make off with. If they have a favourite shiny object though, they will be very reluctant to part with it. While Brachi tend to talk/act first and think later, when they do think about a problem they often find solutions no one else thought of. Being smaller than most of the sentient races, they often prefer solving problems in non-violent ways, although if pushed around their claws can be dangerous.

If taught to read and write, Brachi make good scholars and engineers … although careful mentoring is needed to make sure they do not go off on tangents. Some Brachi also become good merchants as they love arguing and can haggle from sunrise to sunset to get the new shiny object at a good price.

Names: there is no logic or consistency to Brachi names, most are self selected and many are ludicrous.

See p.344 RQVI for Brachi hit locations.

Brachi abilities:

  • Burrowing: you can burrow through sand at your normal movement rate, and at quarter movement rate through earth, given enough time you could even work your way through stone
  • Crushing Crustacean Pincers: attack with two pincers doing 1d6 damage
  • Exoskeleton: Brachi have four armour points in all locations
  • Formidable natural weapons: can parry/defelct with natural weapons (claws)
  • Small: Brachi can be generated with a SIZ smaller than 8 if the player chooses this, a minimum SIZ of 3 is required, this can be an advantage in squeezing into small places, but it will disadvantage the character’s Hit Points and damage bonus

Common Brachi Passions:

  • Desire (Shiny New Thing)
  • Love (Learning New Facts)
  • Love (Arguing)
  • Respect (Best Friend in the Whole Wide World)
  • Hate (Thief of Shiny Thing)
  • Espouse (Pet Theory for Everything)

Note: this is the species to play if you want to annoy the hell out of everyone all the time.

Ghoul

The Ghouls first appeared in the legends of the Age of Rebellion, feasting on the corpses of the fallen. They are living creatures, not undead. Ghouls resemble humans in most ways, but are thinner, almost emaciated, deathly pale skin, their teeth are dominated by incisors for ripping flesh, and their fingernails are long and claw like. Ghouls require rotten meat to survive – they are carrion eaters – and normal cooked meat will make them vomit if they try and eat it.

Ghouls occupy a complex position in the margins of civilisation – they do the unpleasant jobs involving ritual pollution that other races prefer not to engage in. Ghouls are found as butchers, tanners, embalmers, executioners and soldiers. If its a filthy, disgusting job, they get to do it, usually for low wages. As long as Ghouls follow the appropriate cleansing rituals, pay taxes and obey the laws, they are left alone. The Tarantine Emperors have often intervened to prevent pogroms against Ghouls – “The coins they pay in taxes smell like those of any other citizen I have sworn to protect.”

Civilised Ghouls wear elaborate headdress and scarves that conceal their disjointed jaws, and gloves that hide their claws. Asking a ghoul to remove their clothing is a very offensive act, one that will alienate the local Ghoul community and could lead to challenges. Ghoul buildings tend to be a warren of tight one way passages and dead ends, and entry into them is considered a polluting act – few people would do it without good cause.

On the ground, some Ghouls have degenerated into feral packs, ambushing and devouring unwary travellers. These packs are hunted down ruthlessly, with fire and the sword.

Names: Arabic culture names are suitable for Ghouls.

Ghoul abilities:

  • Death Sense: a ghoul can sense the death of nearby living creatures, or the location of dead flesh, they have an instinctive feel for scouting out places of death, such as cemeteries, battlefields and abattoirs
  • Hardened Skin: one point of natural armour
  • Regeneration: if able to feast on large quantities of dead flesh, Ghouls can regenerate lost limbs at a rate of 1 Hit Point per location per week, damage caused by fire cannot be regenerated
  • Teeth and Claws: Ghoul teeth do 1d3+1d2 damage, and their claws do 1d4+1d2 damage, plus any damage bonus

Common Ghoul Passions:

  • Respect (Tradition)
  • Desire (Carrion)
  • Observe (Ritual)
  • Loyalty (Family)

Note: a good choice for someone wanting to play the aloof outsider.  Like a lot of choices I intend for Tarantium, its not evil, just a darker than average shade of grey. Its inspired by the Ghul in Amanda Downum’s novel The Kingdoms of Dust.

Minotaur

Minotaurs were bred for war by Mal, an unholy fusion of man and beast. Despite all attempts to compel loyalty, Mal found that Minotaurs were largely uncontrollable, although they could be corrupted to enjoy the blood rage of battle. Getting them back in line again afterwards was difficult. During the course of the Age of the Rebellion, many Minotaurs deserted or defected to join the rebels. Their hatred of Mal and his children, and their works and deeds, is deep and abiding due to the way they were used as expendable shock troops.

More than almost any other race, Minotaurs have embraced Koth. Most have migrated to the ground, where they survive by herding animals and trading for the fruits and grains that dominate their diet. Only a few families remain in the flying cities, where they have proven to excel in the various divine cults, hewing carefully to the old traditions.

Minotaurs have the following abilities:

  • Earthstrong: Minotaurs lose the minimum amount of Areté on failed Areté checks (unless they are deliberately seeking out Forbidden Lore in which case the normal Areté loss applies)
  • Horns and Hide: Minotaurs have three Armour Points in the head. They require custom made helms due to their horns. The Horns can be used to Gore for 1d8 damage.

Names: Ancient Greek culture names are suitable for Minotaurs.

See p.375-377 in RQVI for more information on Minotaurs. The Shaman profession is not available to Minotaurs, and Minotaurs do not have any language penalties.

Note: in RQVI RAW, Minotaurs have much better SIZ/STR characteristics than humans do. In Tarantium they do not get any bonus to characteristics, but the Earthstrong ability and lack of language penalty should compensate for this.  Areté is functionally equivalent to SAN in a Call of Cthulhu game.

Sobek

The Sobek are crocodile headed bipedal humanoids with scaly skin. In myths and legends they are encountered by rivers and other bodies of water, as simple hunter/gatherers, traders and explorers. When the Shining Court was established, many Sobek moved there to indulge in the delights of civilisation and to bask in the reflected light of the Palace. In the Age of Rebellion, the Sobek were the most loyal of all races to Mal, only turning on him when his defeat was clear.

Sobek both respect and desire power, but are often limited by their desire to enjoy the pleasures of life to the full, which includes late breakfasts and basking through the mid day sun. Sobek are often found in criminal gangs, happy to knife someone for a few coins or a cup of wine, or they may be hard-working and enterprising members of merchant guilds, cults, and other organisations … but always likely to be playing the long game of politics. Groups dominated by Sobek often experience prolonged and bitter struggles for power. If a Sobek does rise to undisputed dominance, they can command near fanatical loyalty from their Sobek underlings.

The most important Sobek rite of passage is the acquisition of a weapon. Thereafter a Sobek is never without a weapon – even if it just a small concealed knife. Because Sobek feel the cold more than other species, they often wear several layers of clothing and even wear furs in mid summer.

Of all the creatures of the Moon, the Sobek have most fallen in love with the Sun. Within the Covenant, the Sobek are the largest ethnic minority, after humans, and their ease with sun worship means they face less restrictions than the other non-human races. This has made life for those Sobek within the Tarantine Empire a little more difficult, as many of them are suspected of sympathising with the Covenant’s aims.

Names: Ancient Egyptian culture names are suitable for Sobek.

Sobek have the following abilities:

  • Tough scales: one point of natural armour in all hit locations
  • Bite: 1d8 attack from their very sharp teeth
  • Cold Blooded: Sobek do not need to eat frequently, only requiring one meal a week, but cold temperatures make them sluggish and torpid (they sleep through much of winter and stay awake through much of summer) – without warm clothing they lose six Strike Ranks and one Action Point in cold weather
  • Hold Breath: if prepared a Sobek can hold its breath underwater for CON minutes (halve this duration if swimming or fighting).

Common Sobek Passions:

  • Indulge (Decadent Vice)
  • Respect (Power)
  • Desire (Warmth)
  • Retain (Weapon)

Note: this is the Lizardman/Ophidian race for Tarantium. As sun loving creatures, Night Sense did not make much sense, so I swapped it for Hold Breath. The Bite attack damage has been increased, but Sobek don’t have a venomous bite.

 

The Conquered Peoples I am still working on.  The Vargr will be familiar to anyone who has played Traveller, as I loved playing them.  The other species are the standard FRPG cliches, with the Telchari being pretty much a straight import from my current Dragon Age game.  There will be other sentient races, but they will be almost universally hostile to humanity, and so will be unsuited for PC use.