Blood of Orlanth - actual play and questions [spoilers]

An Orlanthi messenger on horse-back, travels fast down river. Bearing Vinya’s rune he pulls up his horse on a rise over-looking a port city and there he sees….

People standing, watching out to the sea and starting to point. As they do, ships heave into view. One, two, three, more and more appearing around the harbour walls. Triremes, endless banks of oars move in unison to the sound of drums. Above, dinosaurs and wyverns circle. The dragon army has come to town and at the head of it, walking down the gangplank a tall, red-haired, clearly Orlanthi woman in her dragon-bone breast-plate, strides arrogantly into Solthmouth.

Soon the rumours fly. Aeldred the Fat, Chieftain of the Laughing River Clan is to sign a treaty officially ceding his territory to the Empire of the Wyrms Friends and even now EWF patrols can be seeing passing through the countryside, spreading out to every town, village, hamlet and cottar’s house in the land.


An explosion of fire and sound and a person pitches forward from the force of a sorcerous blast. Jezat, hunched and coughing, makes his way through the morning mist, stopping only to pilfer the smouldering body for food and coppers.


Lok, the garish, purple imp prostrates itself in Telektios’s marquee. Speaking in barks, yelps and whistles the message it delivers is clearly not well received. Fire drools down from the darkness hiding the listener, scorching the rugs. A single, wickedly hooked talon summons two people forwards: a winged dragonewt and a man built like a building.


While another man, flagon of mead in hand, wiping the drink from his jaw looks blearily across a room of fellow drunks. There’s no softness about this man: even drunk he sits poised. His companion has passed out but he talks to him nonetheless. “Ye know what’s best about this? Tomorrow it’ll hurt the bitch just as much as it hurts me. Sometimes God is good.” Shaking the sleeper to see if he heard, the man stands and stumbles through the room. It takes just a little while for the observer to notice that the sword handle in its scabbard is iron.

As he walks outside, something mechanical is watching.


Through all this, the river runs fast and high and clouds build for the new season. The wind is rising, trees bend and a storm is coming. At the centre of it, a small party of men and a single rather nervous mule boat down-river.
 
Hello,

Deleriad, previously to starting the campaign you put a lot of effort in adapting it to your house rules. You have even gone so far as to completely re-make some of the NPCs.
When GFC came out, you changed the whole thing again.
I’d really like to know how you will proceed with your campaign now that RQ II is out. Will you convert again and yet put a lot of effort into the campaign or will you just continue with your current version ?

As you might remember, I had also planned to play BoO, but so far I have been unable to change my group’s mind (i.e. dropping D&D for a while) for good.
Now that RQII has come up and seeing all this praise for the new edition I suppose I’ll “fall” eventually and buy yet another book. Naturally, I ask myself how much conversion will actually be needed. As we only made a couple of play-tests with RQI I won’t need to convert any PCs (I can just create new ones… emphasis being on the “I” as I think that trying to get the players to read through the rules/background to be able to create a “proper” (culture-wise) character is bound to become a failure), but how about the NPCs and the creatures ?
 
Denalor said:
I’d really like to know how you will proceed with your campaign now that RQ II is out. Will you convert again and yet put a lot of effort into the campaign or will you just continue with your current version ?

As you might remember, I had also planned to play BoO, but so far I have been unable to change my group’s mind (i.e. dropping D&D for a while) for good.
Now that RQII has come up and seeing all this praise for the new edition I suppose I’ll “fall” eventually and buy yet another book. Naturally, I ask myself how much conversion will actually be needed. As we only made a couple of play-tests with RQI I won’t need to convert any PCs (I can just create new ones… emphasis being on the “I” as I think that trying to get the players to read through the rules/background to be able to create a “proper” (culture-wise) character is bound to become a failure), but how about the NPCs and the creatures ?

At the moment I'm playing it under something like RQ1.8. I've completely adopted RQII magic and there's a brand new PC in play now created under RQII. I'm not using RQII combat yet and the skill list I was using is pretty much identical to what RQII came out with.

So basically all I did was to go back through the NPCs, and give them some common magic.

If starting BoO brand new with RQII there are two issues I see.
1) RQII produces more competent starting PCs than RQI.
2) BoO is very magic poor.

At the most basic I would pretty much blanket add +10 to +20% to the combat skills of the NPCs.
I would give all the generics 2-4 Mag of Common Magic.
I would completely overhaul the sorcerers.
I must admit that I don't know whether what is called initiation among the Orlanthi as part of the adulthood rites is the same as initiation in RQ terms. If so, then I would work on the basis that most Orlanthi initiates have 1-3 Mag of Divine Magic.
With the exception of the sorcerers I reckon most BoO NPCs can be pretty much be run by eye with scribbled notes like "Bladesharp 3, 65%; Flight, Shield Mag 2, 40%" next to them. I've been more detailed than that but that's because I enjoy that kind of stuff...

I should say though that RQII Divine Magic is super-charged. That has a a real impact on the status of Divine Magic users along the Solthi. I believe that most Orlanthi had given up their Fly and Shield spells in order to focus on not starving to death so when everything kicks off there's a massive queue at the shrines as people rediscover their religion.
 
The four of them, sans Griffith, arrive at Solthmouth mid-morning to see the EWF fleet moored in the harbour and the streets full of bunting; Maralis has returned, a treaty is to be signed and it's party time. The party are at a bit of a loss as to where to start: Solthmouth is by far the biggest town on the Solthi and they have no contacts there. The boatman suggests the Riverside Inn is a popular one with travellers. They visit and book rooms, decide that they should present themselves to Aeldred.

Aeldred is, however, a busy man and it takes some bribery to jump the queue to see him. When they finally do at first he seems distracted and uninterested until he is told that they are from the north. At this point he takes the party to one side and begins to quiz them in detail about life there and Orlgard's intentions. This raises their suspicions but having experienced something similar with Thandor they begin to wonder if all is not as it seems. As ever they try to keep their intentions vague and talk only a chaos sorcerer. Aeldred knows nothing of that and closes the private audience by inviting them to attend the feast tonight.

Back at the public audience, as the party prepare to take their leave they see Maralis for the first time. Tall, rangy, not beautiful but definitely charismatic and every inch the Wyrm Friend general. She casts her eye over them, seeming to pay most attention to Larad but the party don't notice that. (Lack of insight anyone...) Aeldred notices as does her long-time confidant Hilda. Aeldred suggests that if they are looking for a place to stay which won't mind their old ways customs, then Stumpy's probably has beds.

So, no further ahead they leave. Larad is trying to remember the story behind the magnificent greatsword hanging on the wall behind 'King' Aledred, Keldo is thinking of beer, Aslander is twitching, Cormalin's worrying about where these nine men are who are going to get the bowl. In the end, Keldo finds the way to Stumpy's (he's good at that) and sure enough the patron is a dwarf and does have beds free. Having already booked in at the Riverside, Aslander and Cormalin head back their to pick up their belongings while planing to ask about chaos sorcerers at the docks. En-route, Cormalin notes that the harbour entrance has been blocked with huge chains just below the waterline.

At Stumpy's, Stumpy is making a small fortune by dint of giving meaningful answers to questions. He hasn't heard about chaos sorcerers but he can ask around, he recounts the history of Maralis and Aeldred: seems she left home about 10 years ago with the rumour being that she ran away because she had been forbidden to marry. Since then there has been an estrangement. He does mention a horseman from their neck of the woods who passed through a few days ago. Doesn't remember his name but does remember an odd rune on his clothes: one they recognise as being used by Vinya. For some reason Vinya has sent a messenger here. After some time a large man in shadows nursing an ale pointedly remarks that if they're going to be chucking silver at Stumpy they may as well buy drinks instead. Larad & Keldo sit down at the table and introduce themselves to Cadamil but don't recognise his name. Cadamil is well into his cups; he's a mercenary travelling through the area. Larad and Cadamil hit it off and start talking tactics while Keldo focuses on drinking. It's deep into beer o'clock when Keldo remembers where he's heard Cadamil's name before. Keldo gradually comes to the realisation that Cadamil has been learning a fair amount from them.

Meanwhile, asking at the docks hasn't been too fruitful. Eventually someone mentions some ducks who moored up yesterday and were asking around about the Nineman. Once Aslander and Cormalin managed to get back on their feet they manage to get the story. The Nineman is "Zugat" a troll and dealer in magic items and various oddities who lives down the coast. Why the Nineman? That's how many she has eaten. No one knows her exact location but her agent Urko who can usually be found at the Riverside Inn.

Aslander and Cormalin beat a path to Stumpys where they find Larad much the worst for wear: never drink with an alcoholic and an Uroxi in the morning. Keldo has managed to drag Larad out. After a quick discussion in the street they realise they need to track down Urko and can't risk a confrontation with Cadamil right now. So they head back to the Riverside to get information about Urko. Sure enough he was engaged by some ducks to take them to the Nineman this morning. The barman hasn't seen him since then though they could try Stumpy's where he's been known to hang out during negotiations. There's a collective groan as they head back across town again, cutting through the bunting and trying to ignore the revellers starting early on the celebrations.

Sure enough, Cadamil has left but Stumpy is there and is happy to point out Urko, sitting at the back, for another silver. He's been there for a while. He eyes them cautiously as they approach. Though not armed and armoured they are clearly travellers who mean business. Some tense negotiations ensue. Urko agrees, eventually, to take a message to Zugat and ask for a meeting as they are interested in certain rare items.

So, Urko heads off. The party give him a head start and send Cormalin to track him down. The rest head off along the western cliff path, the supposed route to Zugat's lair. Cormalin's years of tracking deer in the woods finally pays off. He quickly finds the tracks and is able to track him. About an hour out of town, Urko heads down a narrow trail in a cut into the cliffs. Cormalin sneaks into position and spots a duck on duty, keeping a less than enthusiastic look out. The duck and Urko exchange words then Urko heads into what must be a cave but Cormalin can't see from here. Deciding that he has everything he needs he hurries back to intercept the rest who are making their way in the general direction. A hurried consultation later they decide the best thing to do is to ambush him as he comes back, maybe they can get a drop on Zugat that way. They are still a bit puzzled by the ducks and their role in this.

Sure enough, Urko is heading back about an hour later, around mid-afternoon. He's taken by surprise and quickly surrenders. Phase I of the plan has succeeded. Now they need to figure out how to scramble down a cliff in plain sight of a duck with a crossbow.

---Next time: The trollkin doesn't explode, Larad gets hammered, Aslander gets stoned, Keldo ducks the issue and Cormalin runs around a lot
 
ThatGuy said:
I was enjoying these... :D
any updates?
Did they catch him?!?!
Cliffhanger...

Life's been a bit hectic but they will be returning. The whole campaign finale is tomorrow night which means that I can put more back story info in the updates after that.

I can tell you that of the four PCs in the last update, one is now dead, two have their souls imperiled and 1 is married....
 
In the end they decide to brazen it out. It's a cold day, wind whipping off the sea and blowing salt into their faces. As soon as he sees them the duck hails them and calls an alert. Keldo calls out that they are here to see Zugat and that it's none of the duck's business. They continue down the path and along the rocky beach. Eventually a voice booms out from the cave somewhere. Zugat wants to know who they are and why they are here. At this point they don't really have a plan.

Keldo shouts that they're here for the sorcerer. He has stolen something. Zugat knows this full well and asks what they're willing to pay. Jezat squeaks his outrage at this turn of events from somewhere inside. The party are still moving cautiously towards the entrance. After a bit more flannelling from Keldo, Zugat shouts that she'll accept 2000 Gold Ducats for the treasure. Larad counts his remaining silvers and looks somewhat grim. Aslander tries the "we all hate the wyrm friends so why not give us a discount" line of argument. At this point Jezat shouts that the strangers are servants of Delecti and can't be trusted.

This leads to a "wtf" moment from the party. Which then leads, as most things do, to a charge.

Keldo makes a bee line for the duck hoping to catch it by surprise. It looses off its quarrel but the shot goes high and Keldo barrels into it, grappling and rolling on the floor. The remainder charge up the scree slope to the cave entrance. Aslander is alert enough to be wary of an ugly, squat statue while Larad and Cormalin try to shelter from a hail of sling stones. Zugat can be heard muttering spells and getting her armour on. Aslander swings his axe at the statue which ducks surprisingly nimble and rakes him with terrible claws in return. Larad and Cormalin try to flank it but get outmanoeuvred when it starts to fly. Meanwhile various trollkin can be seen in the cave.

Back at the beach, Keldo and his duck are wrestling. It's a slippery customer.

Zugat shouts for them all to leave if they value their lives and Jezat lets loose fire magic. He's weak and tired though so the spell splutters feebly. The gargoyle has taken several blows and Aslander finally finishes it off however their advance into the cave is halted by some sort of darkness magic. Rather unpleasantly, the trollkin can see right through and the party, start being bombarded with sling stones and Disruptions. They can hear Zugat muttering a chant.

Back at the beach, Keldo and his duck are wrestling. It's a really slippery customer though has a lost a few feathers now.

The rest take a deep breath and attempt to charge through the darkness. Bursting out the other side they see Jezat who hurls another useless firedart and some trollkin poking them with spears. They also see a rather odd trollkin with some sort of barrel strapped to its back. Then the darkness moves again and they can see no more.

Back at the beach, Keldo and his duck are wrestling. It's more slippery than Slippy McSlip, the five times winner of best eel impersonator in all of Safelster. Mostly they're tusselling over a dagger.

Back in the cave, there's more charging through darkness. Cormalin thinks he saw a side tunnel and heads back for that. Rather strangely the trollkin appear to be aiming disruptions at the trollkin with the barrel while said trollkin is running towards party. Drawing upon powers of mystic intuition, they decide that this must be dangerous and scatter. The disruptions don't bite though.

Back on the beach, Keldo has finally out-wrestled the duck for the dagger and proceeds to stab it once in the chest and twice in the abdomen until it stops moving.

Now Cormalin has found the exit to the side tunnel into a large cave area just in time to come face to face with Jezat trying to take the same tunnel out of there. Another failed firedart later, Jezat is running away and Cormalin is chasing after him. Zugat has now come to the party because the trollkin can't hold back Larad and Aslander. She takes a heavy blow from Aslander but retaliates by knocking Larad clean across the cave with her giant hammer. Bleeding badly, Larad slumps to the floor. Aslander spots the opening and shrugs off a trollkin's attempt to grab onto him with another ferocious attack against Zugat. She's now reeling and desperately tries to cast a healing spell while the rest of the trollkin try and rush the axeman. This simply causes her to lose her guard and with a final blow, Aslander puts her down.

Meanwhile Keldo is charging up the slope. Cormalin has now got into a Benny Hill routine as he chases Jezat through the various corridors. The extra duck in the caves is staying hidden away waiting to see where the profit lies and Larad can see a grief-stricken trollkin with a barrel on its back. Larad shouts a warning, Aslander dives out of the way, the trollkin goes boom and Larad spends the last of his hero points to roll slightly behind Zugat for shelter.

It's messy. Really messy. I don't think Larad ends up with any positive hit points in any locations and even Aslander looks rather blackened and stained by various trollkin bits. After that, however, things resolve quite quickly, Jezat is run down by Cormalin and bargains for his life. The other duck negotiates safe passage and bites its tongue when it discovers that its nest mate has been stabbed to death and left on the rocks. When he gets back and is able to exchange stories at Billhook Farm, Dhrek will turn against the Orlanthi. The players have an ongoing weakness in that they're not able to manage the side-effects of their actions, something that is storing up problems for later.

Back above the cave area, however, Jezat has led the party to the bowl and is bargaining for his life. For now, each takes a turn to hold and admire this plain relic that has brought them so far. Keldo and especially Cormalin feel thrilled by its presence yet Larad finds something disquieting while Aslander finds it almost blasphemous. Each finds themselves wishing Griffith with his insight was there because they're beginning to wonder just what the myths of the Howling wolves actually are. Now though, they have pressing matters to attend. It'll be dark soon and they've been invited to watch the formal alliance between the EWF and the Laughing River. Perhaps there'll be a chance to stop it. On the other hand, they've all got an inkling that they've seen this before in Sunvale.

So, with Jezat safely roped up in the inn and their best court clothes on (Larad brushed his winter cloak especially for the event) the fab four return to Aledred's Hall. Solthmouth is drinking and dancing but they're on the alert and start noticing who is armed and who is not. Aslander and Keldo feel naked without their axes but there's not much they can do about it. Keldo attempts to drink various local bigwigs under various tables while the rest remain tense. Finally, after an interminable wait, Aeldred gets up to speak and then Maralis makes an entrance. If you want to know the details, you;ll have to buy the book but suffice it to say that the fleet goes boom and a war starts. Aslander's never been happier. They've rescued the bowl, caught the sorcerer and helped start a rebellion against the EWF. Sometimes life is sweet.

--------------------
As you can see the foreshadowing in Sunvale was perhaps a little too heavy as I'm pretty sure the players had the events figured out from the first meeting. The mystery behind Arkat wasn't so easy and I don't think they figured that one out.

One odd feature of this session though is that the author seems to have had something of a fumble of his Uz Lore. Zugat in the book has a greatsword and fireblade. Impressive, yes but trollish, not. Given her role as a dealer I retconned her into an Argan Argar initiate and gave her a hammer and a movable darkwall. I get the impression that the players dread that spell to this day now.

That said, she's not exactly a combat monster and Jezat's Firedarts were useless the whole session. The only one that hit did no more than some minor singeing. Mind you, it seemed to me that he would be weakened by his journey so he was lacking in HPs and only regenerating MPs very slowly.

I also ended up retconning something else. The exploding trollkin was meant to be a big hint. There's a mostali barman who seems to know a lot, a troll dealer in exotic magics and a dozen ships that go boom. After all, where does Maralis get the boom powder from? What's more, is she going to be less than pleased when she finds that her best source for weapons has just been compromised. Where now can she get the weapons she needs?

Anogther issue is why on earth does Jezat claim they're agents of Delecti? Thing is, how does jezat know he's being chased? The answer is, he doesn't. He assumes that Rsadi may be after him but he's hoping he got to Solthmouth before the murders at the Eyrie are discovered. However, he's had a couple of reports that a person fitting Cadamil's description is in Solthmouth. He's also been attacked by one of Delecti's horrors. He also knows that Rsadi has had dealings with Delecti in the past. He puts 2+2 together when he sees the rag-tag barbarians and gets 5. He has no idea that the barbarians are after him so he figures Delecti has put a bounty on him.

Finally, I had to bump up the value of the bowl. Lets face it, Jezat wouldn't put his life in this much risk for 20 Gold. That said, even he doesn't realise what he could get for it. Zugat has been doing some research since her first contact with Jezat nearly two seasons ago. She knows that the EWF and God learners would pay almost anything for it and once she gets in contact with Maralis and starts figuring out what's going on there, Zugat sees the chance to make a killing in more ways than one.

Now though the railroad has ended and the players are going to need to take a lot more of the initiative. There's a war to fight after all.
 
Previously in Blood of Orlanth

“What you seek flees south. It will be swallowed by the sea. Nine men shall have it.”
The ocean. Vast. Gulls wheel, waves crash at the bottom of cliffs and in the harbour 12 ships are moored. Proud triremes and arriving in a long boat from one, Maralis, greeting her father stiffly while dignitaries of the EWF look on.

Aeldred proclaims, “My daughter returns. Three nights hence, we celebrate.” Sothmouth, with its grand buildings and dismal alleys, prepares.

Cuts to various people.
Cadamil drinking. Dangerous even while in his cups.

Jezat approaching a cave mouth, accompanied by ducks, a gargoyle watches.

Aeldred, corpulent on his throne, Maralis by his side.

The heroes arriving by boat.

Orlgard speaking off camera. “The bowl must be found. The clan is weak and divided.”

Two messengers from Hordred are stopped in the road, in the driving rain, ambushed and slain.

As the sun sets, the Solthi and the harbour are bathed in red. A voice says “You seek the Nine Man”

Cut
To a sudden explosion of violence. Larad is slammed back against a wall by a mighty blow. Darkness descends. Fire streaks from the depths of caves while the magic traces of disruptions arc. A gargoyle almost disembowels Aslander who is saved when he slips. Jezat shouting “they’re from Delecti” and then suddenly the troll is surrounded and sinks beneath several blows. Jezat is captured.

Cut again. Late afternoon on a cliff edge. The party hold the bowl, the source of all their troubles. Such a plain thing. Jezat, hands tied is slumped miserably by their side.

Cut. Fanfares, music, wild celebration, the streets are running red with wine, slippery with spilled mead. Maralis speaking “I have fought with dragons. I have studied with them and I have learned this. Dragons burn.”

Explosions. The EWF fleet is on fire. There is uprising in the streets.
“And dragons can die.” With a wild yell, the party throw themselves into the fray.

A rebellion has begun.
.....
Windsday Disorder Storm
The morning after the rebellion the night before. There's a wild mood throughout Solthmouth. Aslander is off to the west fighting alongside Maralis to throw out a stubborn detachment of EWF elites. The rest of the party have Jezat hooded and chained in a dark basement. Cormalin is all for inflicting a lingering death but Larad wants to know the truth and Keldo likewise. So Jezat is interrogated. He claims that he is working alone; he saw the chance to make enough money to set himself up for life. When pressed some more, it becomes clear that he is terrified of someone called Rsadi; a God Learner sorceress. Rsadi, it seems, is a God Learner interested in Orlanthi myths and who has bases up and down the Solthi river. Her enforcer is Cadamil: that name again. Jezat also believes there is a link between Rsadi and Delecti but doesn't know what. Jezat buys his freedom with 39 Gold Wheels and gets a promise to be put on a ship leaving as soon as possible to somewhere as far away as possible. Cormalin points out, reasonably, that he said nothing about cutting off both his hands but Larad decides that isn't in the spirit of the agreement. So Jezat finds himself on a ship bound for the Togaro Islands.

Fireday Disorder Storm
The party sans meet with Maralis and her advisor Hilda. Maralis is back from the front line but Aslander is an company of men harrowing the EWF in the farmlands east of Solthmouth. Now at last Maralis has a chance to consider this strange group and its odd appearance right at the moment she was about to commit the valley to a potentially bloody uprising. They trot out the usual line about a chaos sorcerer but Maralis is sceptical that this chaos sorcerer exists and pushes them for more information. They say as much as they can. After some tension Maralis appears to accept their explanation and offers them a deal. She'll give them a detachment of men to take up north if they'll argue for a treaty between The Laughing River and Howling Wolves to oppose the EWF. Maralis's plan is simple: start an insurgency during Storm Season while Orlanth's magic is strongest and make occupation so painful that the EWF will pull back to Dragon Pass. So the characters set out for Sky End Stead with Hilda in tow.

Freezeday Harmony Week
They pass within a few miles of Sunvale and see signs of a siege as well as rumours that are clearly distorted accounts of their activities there just a few days ago.

Windsday Harmony Week
After the long trip they arrive at Sky End Stead only to discover that the theft of the bowl is known and Orlgard's rule has been called into question. Vinya, through Theorl has called a moot to replace Orlgard as chieftain while Orlgard has bowed to the inevitable and agreed not to stand. The party are appalled at this. They bring news of the rebellion in Solthmouth and the return of the Bowl. Inspired by this, Orlgard shakes off his disappear and declares that he will stand. Despite the shortage of food, Orlgard throws a thanksgiving feast.

Hilda takes the chance to talk with Vinya and tell her that Maralis is having second thoughts about her betrothal. Hilda also talks with Larad about his past and Larad suddenly remembers Maralis's brother in Deepwell who had mentioned that there was a scandal around Maralis and a Humakti who was said to be her lover. Larad had met the man in Karse but didn't remember much about him. After some heavy hints Larad finally gets what Hilda is on about.

Fireday Harmony Week
After Thanksgiving and Keldo and Cormalin state that they wish to be initiated in Orlanth Martyred. Cormalin seems to be quite a spiritual nomad and Keldo is becoming increasingly obsessed with Death. Orlgard declares that this shows the clan being revitalised from both within and without.

Wildday Harmony Week
So on a cold, breezy day the boat sets out for the Skyfall Island. Cormalin and Keldo are prepared and then take the infusion. The potion takes effect quickly but word quickly goes around that Keldo has become shrouded. This something that even Forgo hasn't seen before but Keldo has gone deep into the otherworld.

Freezeday Death Week
After three days between life and death, Keldo and Cormalin are reborn as initiates. It is obvious that something very profound has happened to Keldo. He has awoken shaken and disturbed yet exhilarated. He can't remember much of what he experienced but all can see that he is changed.
Waterday Death Week
And so to the moot. The clan is clearly divided between the way of peace proposed by Theorl and the old ways proposed by Orlgard. Eventually Keldo sways the issue who speaks passionately of the EWF as a new type of chaos and alludes to his experiences. The vote is close and some bad-feeling lingers but Orlgard is reaffirmed as chieftain. Now he must persuade them not just to endure but to fight.

Clayday Death Week
Their obligations met, the party head to Granny Hickory (aka the Witch of the Ten Pines) to fulfill their obligations to her. They arrive to find evidence of a struggle. Hilda casts Reconstruction and sees a confrontation between Hickory and a party of sorcerers one of whom Hickory calls "Rsadi". Another is some sort of steam-powered sorcerous being. It's clear that all parties know each other and that Hickory is over-matched. The reconstruction ends before the denouement can be seen. With a sense of foreboding the party head back to Sky End Stead. They may have retrieved the Bowl and helped reunite the clan under Orlgard's leadership but they seem now to be caught up in a far wider struggle.

-----------------------
Aslander's player couldn't make the session but Griffith's player could. However Griffith couldn't make it so Hilda turned up.

Jezat's interrogation was a chance for the players to start putting 2+2 together and to get a feel for the bigger picture. They managed to get some useful information but missed out on some avenues. How was Jezat able to find out about the bowl and avoid the Wyter? I had laid some big clues about the wyter because the players are mostly new to Glorantha. They also didn't really pursue the connection between Rsadi and Delecti.

The initiation. I was actually quite surprised when two of the players volunteered to become initiates. The actual campaign storyline is pretty weak at this point but Keldo's player was becoming increasingly interested in becoming Death-touched (remember this is pre-RQII) and Cormalin's player seems to like joining cults. The dice then took over: Keldo's poison rolled 01 against his Resilience. I interpreted this as the poison being spiritually potent. Keldo made his Resilience test so I had the player sweat for a while. Told him that he saw incredible things and seeded some future flashbacks.

I was actually leaving the results of the moot open as I felt however it went would produce an interesting storyline. In the end, Keldo's very obvious religious fervour meant that the crowd was swayed quite easily. However, their handling of Urling's Ford meant that Keldo's own home had experienced such spiritual angst that they no longer wanted to fight.

The disappearance of Hickory was meant to be somewhat more mysterious but Hilda rolled 01 on her Reconstruction so I took that as meaning she intuited the best time to start the spell based on the physical evidence. It was quite nice as it turned out to give the players the second foreshadowing of Rsadi. They also got to 'see' the construct properly this time as well: last time Keldo had seen a vision in the river but the river couldn't understand what it was seeing so there was a nothingness.
 
Windsday Death week
The High Holy Day of Humakt and Larad spends the day at Sky End Stead giving a service. Not particularly used to doing this but there is some interest. In the meantime the rest of our heroes discuss how best to encourage a treaty between the Wolves and the Laughing River. They decide in the end to visit each settlement individually and escort Hilda back to the Laughing River tula.

Fireday Death week
And so to Urling's Ford, Keldo's home their first stop on the way to Thunder Bridge. There they discover that the village chief does not want to get involved in any uprising. He thinks that the events around Hrulf's shame was a message about betrayal and honesty. Having killed an EWF patrol who had guest rights and now making arrangements to make reparations they refuse to get involved with any more bloodshed. Keldo in particular is disappointed They end up taking a teenager from the village to Thunder Bridge in order to convince him that they need to fight dragons.

Wildday Death Week
Travelling south. Fairly uneventful bar the return of the river messing with Keldo some more.

Godday Death Week
So our heroes arrive Thunder Bridge with much catching up of news and gossip and a reunion with Aslander who arrives at Thunder Bridge with missives from Maralis. Larad spends some time walking around the defences and notices the west wall is weak. Having seen what a Thunderer did to the fence at Billhook Farm, he figures it would not be held up. The main plus is that they won't be able to get a Thunderer up a cliff and provided that the EWF can't get into the uplands via any other route, they should have nothing worse to worry about than Wyverns.

Later that day they meet with Donal again. He's on fine form, never shortchanging the crowd with just one word when he can use 100. The meeting is disappointing though. Donal and Daven his son are happy to defend Thunder Bridge and make it a stronghold for the clan but they've no interest in heading down south to help the The Laughing Rivers in their rebellion. It's pretty clear there's no love lost between Donal and Thandor and it's clear that Thandor has yet to send more than a little food aid. Thandor's reply had something along the lines of "it seems the wolves have already helped themselves to some of our beef so we expect you're all fat enough to need no other assistance for a while." All in all, it's becoming clear that the Wolves will fight to protect their tula but that's the end of it.

Freezeday Fertility
Disappointed, the party travel south to scout out the area around Sunvale for news about the EWF. Their aim is two-fold. One is to gather enough evidence to persuade the Wolves that the EWF will move on them after they've defeated the lowlands. The other is to show that the EWF can be defeated as they were at Billhook Farm. As Hilda is not exactly the fighting type, she and the rest of Maralis's men head south via different road to take news to Maralis. The party take the kid from Urlings Ford and go dragon hunting. They aim to impress. After making a cold and wet camp that night, they are soon to get what they want.

Waterday Fertility
As they are heading towards Sunvale they see a wyvern and rider patrolling. After an initial consideration of hiding it's obvious that they have been seen so they switch to Plan B. Kill it. Easier said than done though but after a series of circles Aslander spots that it has come close enough. Trusting in the storm, he lets the arrow fly and it strikes deep into a wing. The rider tries to fly off but the wyvern is too wounded to carry his weight and it makes a badly controlled landing as far from our heroes as possible. Realising that they probably have little time before the rider can dismount and remove the arrow, the party run after the wyvern with all haste. Cormalin throws a javelin as they run while Keldo, Larad and Aslander charge as if their lives depend on it. A nasty, brutal skirmish ensues. Keldo almost cuts off its tail when it tries to sting and the rider stays in his saddle, hacking down at them and trying to prevent them from surrounding him. He's outnumbered 4-1 and the wyvern can't defend itself properly so, in the end, there is only one outcome. The wyvern is beheaded and Keldo carries out his usual job of carrying body parts around. Exhilarated by the victory they continue on to Sunvale.

Continuing on the east road in the direction Sunvale, they encounter an encampment of free Orlanthi. They tell them that the north and south roads have been cut off by the EWF and only this east road is still free though they are constantly experiencing wyverns and swoopers overhead and EWF scouts spying out the land. When they hear that the party have come from the Wolves there's a mixture of excitement about the possibility of help from there and disbelief that the Wolves will do anything to help. Regardless, they accompany the party part of the way to Sunvale.

At Sunvale they meet with Hendrik and Thandor. Sunvale's leaders are not massively happy to see them again, Thandor in particular believes that they forced his hand however Hendrik tends to think that it needed doing then. After much talk and some preening, Thandor explains that they halted an initial advance in the west woods some two weeks ago. A leader called The Stonebreaker at the head of the EWF forces has since then cut off the north and south roads but has not been able to cross the river in force. Unfortunately for Sunvale, as with many of the Laughing River settlements, the best land is on the west of the river so that's where the towns are. The river doesn't protect them from the west but at least the lack of fords and bridges means it's hard for the EWF to cut off the roads to the east.

Now Thandor is waiting for the promised help from Maralis. The party tells him that she's trying to create an alliance and they're working on persuading the Wolves to enter the rebellion. Thandor doesn't hold out much hope for that and, to be honest, he would rather not share the glory. However, he may be magnificent but he's a pragmatist at heart and he knows that if Maralis doesn't send help soon, he's going to struggle against any major push from the EWF. For the moment, sending raiders into the west woods is keeping the EWF forces off balance without risking much in the way of casualties. This will not last much longer. Most of this he doesn't the tell the party, but he does encourage them to return to the Wolves and offer an alliance. He doesn't really believe it but he's happy to give it a go. Plus he doesn't exactly trust this lot or their agenda. He's heard rumours of their activities down south and something about an artifact and some sort of betrayal of duck fighters. All in all, better to get them out of his lands.

----------------------
I had expected this to a largely talky session with the threat from the EWF building. The fight with the Wyvern was not intended. Initially they hid in a copse of trees that had been handily placed there by the GM but Aslander's player was agitating for a shot. Of course I ended up saying "you can give it a go but it'll blow your cover and you'll need a critical." As expected, the rest of the players said "don't be an idiot" so Aslander stepped out and rolled 01. Moments like that, the dice lead and the GM follows so it was fight time. I was still running my MRQI house rules at that point with fixed CAs but the Wyvern getting a bonus additional attack with its sting. The players certainly stressed out over the attack as they all arrived at different paces and Larad's player is paranoid about any flying creatures after a bad experience with a griffin in a previous campaign. They got away without any serious wounds though I do recall at least one Hero Point being blown. They were happy to take the wyvern's head as a trophy.

Sunvale in my head was a chance to start letting the players reaping the effects of their previous encounters. They seemed genuinely fond of Hendrik by the end of it but also increasingly frustrated by the clans' refusal to work together. I could feel that they were starting to flounder and primarily reacting to events rather than trying to forcing them. On the other hand, they seemed to be really enjoying the sense of realism this evoked, of knowing that there were all sorts of activities happening and that they were only part of it.
 
To cut down the size of postings, I'll go mostly chronological for a while.

Clayday Fertility
Travelling north

Windsday Fertility
Our heroes, an impressed teenager and a wyvern's bloody head arrive back at Thunder Bridge. Time for another consultation with Daven. They warn him that the EWF are on the verge of encircling Sunvale, show him the wyvern's head to prove that it can be done and generally find that Daven is still unmoved. The council is interrupted however, by a messenger from Maralis.

Maralis is not happy. Maralis spent a lot of time sourcing the disorder kegs she used to blow up the EWF fleet. A lot of time, a lot of money and built a network to enable the smuggling of advanced weapons to her forces in Sunvale. Now someone's killed her source - The Nineman - and her middleman - Stumpy - has fled town. It would have been better if that someone had been someone she was actually not allied to. However, she's nothing if not resourceful. Another contact has come up trumps. Truth be told (and she's not telling anyone this) she would rather not have taken this route but Jrusteli agents have offered to open negotiations. The problem (and the opportunity) is that they have arranged a meeting in the highlands in neutral territory between the tulas of the Wolves and Riverfolk. Furthermore, although the messenger doesn't say this, the agent has indicated that they would rather deal with neutrals themselves at first and have mentioned a mercenary company they would be willing to do business with headed by a Humakti called Larad. Now the PCs no almost none of this and Maralis isn't telling and she doesn't trust this series of events as far as she can hurl it, but rebellions need weapons and if this is a trap then at least the neutrals can walk into it.

What the PCs get told by the messenger is a place and time of meeting and that Maralis is giving them authority to represent her. They are to take note of the God learners' demands and bring back what they can without negotiating away anything too important.

----------------------
As is probably becoming apparent, the PCs are starting to get treated like pawns to be moved around and are struggling to influence anything beyond their current sphere. They are particularly struggling because they aren't able to gain information. Why is Maralis sending them? Who is telling the truth?

I suspect it's a difficulty of a campaign that moves suddenly from something of a railroad to more of a sandbox and I do get the impression that the players aren't that familiar with sandbox environments, who are mostly newish to RQ and have no previous exposure to Glorantha. In retrospect I should have worked harder as a GM to familiarise them.
 
Fireday Fertility
So, the party head east, following the line of the cliff edge for half a day before striking north to a rendezvous point in the hills. This takes them a little closer to the Footprint than is absolutely comfortable. At the rendezvous point they encounter Cadamil again. Brusque and sober (for a change) he and 3 scurvy air pirates (though they don't yet know this) takes them to a secluded valley where the Ebenriss Hawk Exultant is anchored. They have never seen its like. Hanging in the air in exactly the way that a brick doesn't they see a ropeladder unfurled and various crew members busying around cutting timber. Rather worryingly, somewhere in that floating monstrosity is Rsadi, a sorceress who terrifies Jezat. Furthermore, Cadamil makes it amply clear that no weapons or armour will be allowed. There's a tense pause and all can see Keldo calculating the possibility of hiding various dagger around his body. Realising that dissembling is not their strong point, the party divest themselves of sharp, pointy and heavy things and climb the ladder.

They climb to the upper deck, standing unsteadily as the wind whips around then descend to a lower deck. As they do so, they all see something. That something is metallic, cylindrical, slightly smaller than a man and seems to be involved in repairs or maintenance with two attachments roughly where arms might be. From its body, the occasional gout of black smoke issues and all are disturbed when, somehow, the top element swivels around, seeming to study them. Cadamil simply notes "That's Yarlech. The humble. It cleans up around here." Before they have time to collect their thoughts, Cadamil is knocking at a door, says "The emissaries are here, m'lady" and is ushering them in.

Rsadi. One of the leading wizards among the God Learners. A figure of power and majesty, dread and fascination is sitting in front of them. In plain clothes, her hair silver. In front of her, a steaming pot of tea and some comfortable looking chairs. She smiles, gestures at the chairs, and asks "Cup of tea anyone?" It's fair to say that this is not what they were expecting. Still, they go with it and listen to what she has to say. Rsadi's stance is simple, the enemy of my enemy is my friend. Right now the EWF are besieging Zistorwal. If the Solthi River tribes rebel, the EWF will have fewer resources to spend on Zistorwal. However she's aware that the rebellion is short on manpower and high quality weapons. She can do something about the latter. She can offer two types of support: reasonable numbers of well-crafted arms and armour plus a small number of iron and Zistorite weapons. Yarlech is summoned. He carries cases with three enchanted weapons that Rsadi describes as power weapon and a dozen iron weapons (a mix of swords, axes and spears). He lets Larad pick a sword and Larad is impressed by its balance.

The party are suspicious and press her on what she wants. As well as wanting the rebellion to succeed, she also wants to be able to negotiate future trade agreements. The 12 iron and 3 power weapons are a down-payment to show her good faith and to provide some initial support for the rebellion. But she also wants something else. A thief has killed various of her comrades and attempted to escape with stolen goods. She's aware that the party were involved in hunting down this thief and believes them to be the last to see him alive. She wants to know where he is now. The party are not inclined to help but they also want to know the location of Grandmother Hickory. Rsadi looks blank for a minute until she realises who they're talking about - "Hykora!" She's happy to trade information. Hykora is a "guest" in Zistorwal. She's curious to know how they know each other and mentions something along the line of "Oh, so she was using one of the old bolt holes. How interesting." As for Jezat, the party tell her that he was put on a ship to the Right Arm Islands. They don't exactly know where these islands are but they're a long way away.

Business complete, tea drunk and biscuits pilfered, the party are escorted off the airship. Once on the ground, Cadamil gives them a lesson in how to use the power weapons: they need to be concentrated on in order to gather lightning which they will then unleash on a stroke. He tells them there's only a limited life to these weapons - about a dozen uses normally - and they would need returning to Zistorwal in order to "recharge."

So, the mule is packed, promissory notes stored and winter cloaks fastened. As they watch, the crew of the Ebenriss climb various ropes to the decks. They see a man who is clearly the captain issuing orders. They leave, climbing out through the head of the valley. About 30 minutes later they turn and see the Ebenriss ascend from behind the hills. It rises into the sky, silent and ominous before being swallowed by the early evening clouds.

--------------------
Those of you whp have read Blood will recognise that this is only part of an encounter and that Yarlech has been massively revisioned. I thought the original Ventors weren't very interesting and ever since I saw a steampunk R2D2 I wanted one in a campaign. I had been building up to this for a long time. Keldo's vision in the river, the reconstruction, Jezat's fear of Rsadi and the drinking session with Cadamil before they knew who he was have built to this point. The Ebenriss itself is pretty impressive so it was great to be able to have Rsadi's first words to be "Make yourself comfortable. Anyone want a nice cup of tea."

For me this was a memorable scene and the players did a great job, mixing up suspicion and pragmatism well. I also got the impression it was very memorable for them.

It was interesting to me that although the narrative arc leading to the encounter was very strong, it was also unplanned. It came organically out of previous events. Of course at this point the players are aware that NPCs must have agendas but not really in a position to uncover them. For example, at this point what Rsadi knows is:
Jezat penetrated to the heart of an Orlanthi sacred place and overcame a powerful wyter. She would love to know how he did it.
A rag-tag bunch of barbarians ran him to ground.
There was some sort of major mythic event over Deepwell that was associated with either Jezat, the barbarian band or both of them.
Her informants tell her that the Urox and the hunter have both been initiated into the local Orlanth sub-cult that she's *so interested in*. The Urox in particular has had some sort of epiphany.
When she meets them she discovers that they know "Grandmother Hickory." That, for reasons the players still don't know, is a stunning revelation for her.
For Rsadi, it's like all her birthdays have come at once. They will deliver jezat to her, she can am the rebellion just enough to keep it going and she gets an excuse to stay close to initiates of the Orlanth blood cjult. Right now, it seems that everything she has been working for is starting to come together...
 
Previously

Voice Over Guy with Very Deep Voice: “They searched for a holy relic”
Shot of the party walking through hills; it’s cold, sleeting, the wind whipping around. Their faces are grim and etched with tiredness. Even the mule looks depressed.

Voice Over Guy with Very Deep Voice: “And found a war.”
Cut to a warm, luxuriously appointed room. A fire crackles and Rsadi says “Anyone for tea.”

Then a quick series of cuts
A line of men, dinosaurs and dragonewts marching to war. The Stonebreaker at its head.

Furious hand to hand fighting in Solthmouth. Maralis pauses, wipes blood and sweat from her face then laughs happily.

Thandor being helped into his frankly magnificent chain and helm. But then everything he owns is magnificent.

Cottars digging trenches and planting stakes scatter when a wyvern swoops at them and then ascends back into the sky before arrows can bring it down.

Griffith pouring over scrolls, scratching his beard, muttering “well I never.”

Jezat, relaxing on a ship, drinking some sort of brightly coloured cocktail.

Hickory looks out of a dirty, barred window as the building around her builds itself: the sounds of gears turning and lightning flares in the sky. On the window shelf, a plant is dead.
 
Wildday Fertility
Having camped overnight they return to Sunvale with weapons and trading notes they arrive back at Thunder Bridge in the afternoon. It's a blustery day with sleet in the air. Once again they meet with Donal and Daven. The weapons impress them and messengers are sent to Urling's Ford and Sky End Stead in the highlands. Maralis's messenger heads back to the lowlands.

Slaughter in Sunvale
Godday Fertility
The next day dawns a little warmer but silently so for Larad. Overnight a messenger from Thandor has arrived. The party are invited to the audience and see the messenger begging for their help. Thandor says that Sunvale is almost completely surrounded and he expects an attack imminently. The message appeals to the clan's honour as Orlanthi and self-interest as he still has significant grain stores. Donal and Daven both mock the messenger at first and definitely have no inclination to aid Thandor. but the party's words and the display of weapons, demonstrating the power of lightning, gets Daven fired up. Donal agrees that Daven can take 12 men and accompany the party to Sunvale in an attempt to help break the siege. This is likely to be a lot less than Thandor was hoping for but probably more than he was expecting.

Freezeday Stasis
The party and their companions travel south into Laughing River territory. They swing a reasonable way to the east at first in order to avoid EWF patrols and flights. Towards the end of the day one of the scouts spots an EWF encampment. There's no easy way around it but a careful approach then much charging and screaming quickly took out the threat. After healing, one man is left with a major wound that's stabilised and another with a serious wound. The rest of the trip passes uneventfully and they meet with Thandor.

As predicted, Thandor is pleased to receive any help but disappointed there isn't more. Regardless they talk over various tactical options. The EWF sends swoopers at dawn and dusk to harass the gate forces. There are still skirmishes in the woods to the west but the last time scouts were sent out, a lot didn't come back. Thandor has tried to bait the leader of the army - Ferule The Stonebreaker - into a single combat but he's having none of it. So, they have been busy fortifying. Larad throws a spanner in the works however when he reports back that the stakes set around the town won't hold back a Thunderer. Thandor asks what would? No one comes up with a suggestion however. They plan instead to start reinforcing the stakes on the two main entrances as that's where any Thunderer is most likely to attack.

Waterday Stasis
It's the hour before dawn and the swoopers are screaming. Our heroes awaken from a fitful sleep unsure as to whether this is the normal pre-dawn raids that they've been told about, or something bigger. Strapping on armour and grabbing weapons they stumble into the bracing air, hoarfrost coating the ground and their breaths misting. Hendrik shouting orders sees them, tells them "This is it!" A mass gathering of swoopers is attacking from the south and Hendrik is gathering warriors to repel them. One Orlanthi has already been grabbed and dropped to his death. Aslander is suspicious though: dragons have forked tongues and never tell the truth. As the party follow Hendrik, Aslander climbs onto the roof of Thandor's Hall still muttering to himself, "this is insane. It's suicide." Larad calls him, wondering why he is not charging into the battle but Aslander shakes his head and strings his bow, waiting for a target.

At the south gate, the defenders are hurling javelins, sling stones and firing arrows but to no great effect. Daven starts to prepare his freshly gained Fly spell but Hendrik stops him. There have been many wyverns around and Hendrik wants to see wyverns before they use their flight. The swoopers are good at scaring the women and children but are not otherwise a huge threat. Sure enough, Hendrik's suspicions are correct because some 15 or so minutes after the swoopers attack there are alarums from the north. Wyverns are flying in. No riders but each carrying a boulder about the size of a man. Swooping in fast they hurl the boulders down among the few defenders at the north, one boulder smashing into the hastily strengthened gate. Our heroes and sundry other defenders rush to the north just in time to see not one thunderer charging but three, ridden by warrior dragonewts.

Swinging into action like the well-oiled machine they are, the defenders try and hold the gate. Aslander fires arrows against the oncoming thunderers while the rest brace. Larad and Keldo take up positions to the side while Cormalin tries to skewer one. Their efforts are without success and the other defenders are also scattered by swooping wyverns. The first wave EWF troops come charging in behind the thunderers. Thandor rallies his men to repel them while the party try to deal with the thunderers. Larad tries rolling beneath one and stabbing upwards. His bravery almost gets him trampled; a quick bit of thinking (and a Hero Point) enables him to dig his shield into the ground and have it take it the weight of the beast, almost snapping in two in the process. Aslander tries to focus his missiles on one rider but is unable to get a decent shot off. Keldo, drawing on the reach of his axe, attempts to target another rider. The rest of the defenders attempt to impede the thunderers to prevent them from building up to charging speed.

Then, when the wyverns swoop in again, Daven and others invoke the power of Orlanth to fly and take the battle to the skies. This is the first time the EWF have seen massed, coordinated flying resistance and although the Orlanthi are not well practised in flying combat, the tactic works well. Back at the gate, Cormalin and the spear carriers are preventing a mass break in but they all groan when they see the next wave of EWF troops advancing. From his vantage point, Aslander can see that even though the thunderers are being slowly overwhelmed by weight of numbers (Keldo is covered in dino-gore from head to foot and loving every minute of it) they are taking so many defenders away that it is only a matter of time before the town is overrun. Swearing profusely, he makes a fateful decision and climbs down, heading out of the village. In the midst of the melee, Larad sees him go but has no time to wonder why.

to be continued
 
Been out of time to post these...

Speaking of which, Aslander's intent soon becomes clear. Judging himself to be in clear line of sight of Ferule's hilltop, Aslander reveals himself. Standing he invokes the power and majesty of Orlanth, the true storm and challenges Ferule to single combat to prove who the god is really with. Surrounded by his men, the battle going well, Ferule is both arrogant and protected. He knows he could refuse the challenge but this time he would lose face. This wild, battered, poorly armoured Orlanthi brave will surely pose no challenge so he accepts. Aslander is escorted to the camp sight, Ferule gives orders to his lieutenants to press the attack with no mercy to be shown. Sunvale must not only fall it must be shown to fall and its devastation must serve as a warning to all others who might be tempted to rebel.

Ferule speaks one phrase to Aslander - "To the death" and Asalander merely. Both wielding long-handled axes, both bathed in magic, mirror images of Orlanth. Aslander is dressed in mis-matched armour, is covered in bruises and mud, is exhausted from long weeks on the trail. Ferule in contrast is clothed head to foot in the finest dragonbone armour, is fresh and clean and wielding the finest magic and weapons that the EWF can provide. If this was a legend, there could only be one outcome. Sadly for Aslander, it is not.

The two charge at each other clashing with a sound that can be heard up and down the valley. Contemptuously Ferule brushes aside Aslander's stroke and attempts to the smash the axe out of his numbed fingers but Aslander grimaces and hold tight to "my father's sword." They break for a moment and clash again. And again and again. With each swing of Ferule's axe Aslander is driven further back. He takes blows that would break a normal man, his shoddy armour soon drenched in blood. But Ferule's axe never catches cleanly and Aslander himself redoubles his attacks. For a few brief flurries it is Ferule being driven back, his armour cracking under the weight of Aslander's heavy axe head. Briefly one of his lieutenants prepares to intervene but Ferule stops him angrily. Regaining his breath with his first blow he drives Aslander back, breaking a rib, with his haft he blocks a weak counter-attack and pins Aslander's axe then spinning he strikes hard to Aslander's left shoulder and this time the blade sinks deep. Aslander's arm drops to his side useless. Realising that the game is almost up, that he is outmatched, Aslander reaches for his dagger. Ferule is bleeding and bruised bit decides his foe deserves honour.

Meanwhile, the tide of the attack on Sunvale is shifting. With Ferule distracted, the troops are not so wel marshalled. Larad, Keldo and Cormalin manage to form up and put the render killing tactics they learned at Billhook Farm to good use. With that threat vanquished, they start to lead a counter-attack and begin to push the invaders back. In the sky, the Wyvern riders' complacency is beginning to cost them. Two Orlanthi die for each wyvern but the Orlanthi are fighting for their homes and the riders are a long way from theirs.

The shift in the battle has been hard-won by Aslander. Equipped with a longsword provided by Ferule, Aslander strikes with everything he has, lunging hard his sword sinks deep into Ferule's left arm. Once again they are mirror images but now Aslander can hardly see as Ferule, drawing a wicked, enchanted bone sword attacks with speed and fury. Aslander is spent, his parry weak and easily overcome and the sword slices open his guts on the first pass then, as he stumbles, sinks deep into his chest. Aslander falls. Ferule, using the last of his strength, stands unaided over him then gestures to a lieutenant.

Aslander's sacrifice has allowed the defenders to win the day. Lacking orders the troops on the ground become disordered. Ferule's second in command, seeing the risks and seeing the way one single, out-matched Orlanthi inspired by his god could so nearly kill a man his superior in every way decides to sound the retreat. Sunvale has been saved.

As the troops retreat, the defenders count their losses. It is a bitter-sweet victory made even more bitter by the death of Hendrik and, once the situation is resolved the realisation that Aslander fell in single-combat. What's worse is that the retreating army seems to have taken his body and several prisoners with them. The day is theirs but tomorrow will bring new challenges.

----------------------
This was run under my house-ruled MRQ1. Because of the imbalance in armours, when Aslander parried the incidental damage was frequently enough to cause a serious wound while Ferule usually only suffered a minor wound. This meant that Aslander was essentially bleeding Hero Points to stay in the battle. Ferule had about a 20% edge over Aslander and I was using opposed rolls so Ferule's parry would usually beat Aslander's attack. Ferule did try to disarm Aslander twice and once to knock him back but Aslander rolled well. That said, Ferule took at least two serious wounds and burnt both of "villain points". When Aslander finally ran out of HPs and took a wound he couldn't soak it was almost all over except he criticalled his attack and managed a serious wound that Ferule couldn't deal with. Unfortunately for Aslander, it was the wrong arm and Ferule was still very skilled with a one-handed sword.

Aslander's death was by no means pre-planned. The single combat was solely the player's idea. I told him if he spent a Hero Point on the challenge, Ferule couldn't refuse, so he did. I had warned the player that Ferule looked extremely competent and extremely well equipped but in the end the player made his choice.

I didn't pre-script Sunvale but looking at the balance of forces I thought it unlikely the defenders would win. They were also too late on the scene to construct any meaningful defences. If they had gone their earlier they could have used what they had learned about what might withstand a thunderer charge. However they were doing well in the defence so I figured if Aslander won or at least put up a decent fight that that would make the difference. Aslander put up a decent fight and the rest was history.

As for the rest. Aslander is dead but the other PCs don't know this yet. Daven says he saw Aslander fall but no-one saw what happened next and his body was not among the slain...
 
Previously

Voice Over Guy with Very Deep Voice: “Six went in search of relic”
Cloaked against the blizzard, Keldo, Mandrick, Larad, Cormalin, Aslander & Griffith make slow progress through the hills.

Voice Over Guy with Very Deep Voice: “One betrayed them”
Mandrick returning to Vinya telling all.

Voice Over Guy with Very Deep Voice: “One’s destiny took him elsewhere.”
Griffith with scrolls, tempted by the spider mask one more time.

Voice Over Guy with Very Deep Voice: “And one has fallen”
Aslander in Sunvale, sun setting in the west, furiously exclaiming “This is a suicide mission!”

A line of men, dinosaurs and dragonewts marching to war. The Stonebreaker at his head.

Donal saying “The Wolves will come to your aid, Thandor.”

Pitted against the line of EWF troops, 12 Orlanthi braves, Daven and the heroes. Massively outnumbered.

Swoopers scream in the dawn then Wyverns attack from the north.

Defenders scattered by three charging thunderers.

Larad rolls beneath one, tries to gut it and then is seemingly killed by the trampling beast.

Thandor desperately holding the fort, his sword flaming, magnificently (as always).

Cormalin jabbing and thrusting with his spear.

Daven rolling through the air, battling a wyvern and still the attackers come. Screams, clash of metal on metal, flares of magic, man and beast dying, Renders screaming and jumping through the stakes, fire arrows arcing through the air, villagers dying as they try to put out the fires and a knot of defenders around the temple hold off a second wave.

Through all this Ferule, the Stonebreaker, watches, marshalling his troops.

Then the camera pans to Aslander, a haunted look on his face. For a second, across the battlefield his eyes lock on Ferule’s and then he’s jumping down. Moving through the outskirts of the battle he advances closer and closer.

Looking back he sees Larad being tended by a healer. He sees one warrior torn apart by two wyverns. He sees Keldo being beaten back by a Dragonewt on a thunderer.

He looks again at the village. “They cannot stand.” He can see a path out of there. A safe exit. Shakes his head and roars a challenge to Ferule.

Beat.
Ferule, implacable in his dragon arm draws his great axe.

Beat
Aslander and Ferule charge each other.

Beat.
Keldo brings down a Thunderer.

Beat
Aslander takes a crippling blow, spits blood and attacks again.

Beat.
Daven brings down a wyvern.

Beat
Aslander staggered back by the force of another blow. He and Ferule both bleeding.

Beat.
Cormalin, Keldo and Larad manage to hold a formation.

Beat.
For a second it looks like Aslander might have prevailed. Ferule’s arm drops to his side. Aslander swaying, almost spent. Then Ferule draws a sword. Aslander tries to twist out of the way but fails.

As the defenders start to see the tide turn, Aslander falls. Ferule can hardly stand and gestures at Aslander to a lieutenant. Another is saying “we must retreat. We are losing too many men.”

Ferule can’t speak. His lieutenant gives the order to retreat instead.

Cut
The defenders walking through the battle field. So many dead on both sides. Daven is saying “I saw him face The Stonebreaker alone. Surrounded by the enemy. Neither gave quarter. If not for Aslander, I fear we could not have held the line.”

Cormalin shaking his head. “I see where he fell but there is no body here.”

Keldo, Larad & Cormalin look to each other.

Voice Over Guy with Very Deep Voice: As Orlanth fell to the dragon, so Aslander fell. Yet history tells us that even death can be overcome and that from blood comes life.

From above we see
Ferule’s army heading south, injured and diminished but still bearing prisoners.

While in Thandor’s hall, there is feasting and drinking, toasts to the fallen and Thandor proclaims “Throw open the grain stores. Now Sunvale’s grain will feed the Wolves! And we shall all bathe in the blood of the Wyrm Lickers. Now we stand together!”
 
Clayday Stasis
As the defenders count their losses a messenger arrives. Jotisan the Raven has been travelling the lands of Sen Seren and brings news from the south. Solthmouth and the surrounding lands are finally free from the Dragon Army but Noryar has been surrounded by a wall of fire and no one comes in or out. Deepwell is also suffering: Vastyr BrightShadow has taken command and imprisoned Brandig and the loyalist Orlanthi in the caves at. The retreating army is heading that way with many prisoners and is pillaging the lands it marches through. A meeting is held and our heroes decide they want to follow after the army to Deepwell. The troops at Sunvale are busy re-fortifying and arrange for supplies to be transferred to Thunder Bridge so there is no one to spare. There's also no time to spare. Jotisan joins the group in order to

Windsday Stasis
Travelling south to Deepwell with Jotisan. Keldo indulges his religion through violence and alcohol. As they reach the outskirts of the settlement they realise they need to cross to get to the caves. Cormalin attempts to sneak to the river edge and steal a thief but manages to alert just about every living thing within 5 miles. Clearly he's out of practice. Unsure what to do, a handy villager recognises Keldo and explains that a few loyalists have set up camp out of town with Dagunda the exiled Ernalda acolyte and her helper, Hera. Naturaly they seek out Hera and Dagunda and, after some tense moments, agree a plan to liberate prisoners through the use of Jotisan's sylph. Keldo however has decided that Hera is not to be trusted though he can't explain why.

Fireday Stasis
Borrowing a boat from a sympathiser they travel across river to Deepwell caves and camp during the day, taking turns to keep guard. Meanwhile Hera sneaks into the caves with some hidden weapons when women are allowed to feed the imprisoned men. Various activities during the day alarm the party. About half of the guards leave to cross the river. A little later they spot a detachment travelling towards Dagunda's hide-out. In general there seems to be a lot of activity. The main body of the army has left. Feeling anxious, the party moves early and starts the rescue attempt at dusk. They sneak into position and then, as the guards settle down for dinner and seem to be at their least alert, charge the guard post. Keldo, realising that this is not the time for subtlety calls on Urox to fill him with rage and, essentially, attacks a dozen wyrmfriends by himself. Jotisan's sylph smashes into the guardpost then starts to haul the block out of the entrance to the caves. Back on the ground Keldo is wading through blood, mostly belonging to others, while Larad and Cormalin try to cover his back without attracting his attention.

At this point, Jotisan sees Vastyr on a vantage point ordering men into action. Realising that the situation is critical, Jotisan sends it hurtling through the air towards him. Vastyr, confident of his powers attempts to dismiss the spell controlling it but fails. Still not alarmed he blasts it with lightning but it is bigger than he expected. He blasts it again as he plucked off his feet. He realises that Jotisan has made a mistake, after all what fear does a Storm Dragon of heights. The sylph hurls him into the air, Vastyr calls on Orlanth the Dragon and Orlanth the Dragon turns away. Panicked he calls out for his god one more time but there is no answer. Vastyr dies wondering.

Back at the cave entrance the prisoners are demanding the surrender of the remaining guards, who are only too keen to get away from Keldo (last seen headbutting a tree) and the oncoming storm that has just slain their leader. Hera looks puzzled at Larad, wondering why the plan changed. Brandig stumbles blearily into the light, thanking the heroes and then grieving the guards who have died. Some of them were born in Deepwell, one of the dead is one of the young kids who went into the caves with the party last time.

---------------
Yup, Vastyr failed just about every roll in the book, fumbled his flight spell, spent his single hero point to recast it and then promptly failed that too. Even the DI failed. I decided the dice were trying to tell me something.

Keldo's player has decided that Hera is just too convenient and simply doesn't trust her. He has become convinced that she is watching them when she thinks they aren't watching her. The rest aren't so sure.

Jotisan is Aslander's player's new character. He's an Orlanth Thunderous initiate. At this point in BoO I'm using the MRQ2 magic system fully but my house ruled combat system. The players weren't convinced they preferred the RQII playtest rules for combat and given how much combat there is coming up it seemed unfair to make them master a new system at this point.

From here on in I had less time to take notes and given that I'm well behind schedule I'm going to stick to summaries. Plus, the surviving PCs have just finished the second session of Pavis Rises so I'm focussing on those write-ups.
 
Wildday Stasis
It's morning and the heroes are in consultation with Brandig about options to liberate Deepwell. Brandig makes the point that many of the villagers have signed up with the EWF and doesn't want more bloodshed. He wants to find some sort of leverage that might persuade the EWF to leave. Vastyr's death will have hit them hard but there's still a large contingent and any attempt to retake Deepwell by force will be bloody. Plus there are still hostages being kept in the main hall. The debate goes on for a long time with no obvious sign of conclusion until, around midday, a mercenary force shows up. They hail from Esrolia, call themselves The Maulers and have Cadamil at their head. After all the usual suspicion and pleasantries Cadamil reveals that the God Learners have hired them and that they were heading for Sunvale to join the rebellion but detoured to Deepwell when they heard reports of a battle. So now here they are. Cadamil realises that they'll never be trusted but while they have a common enemy, Rsadi will do all she can to win this war.

With the extra forces in place, Cormalin reminds Brandig of the men they saw heading for Dagunda's hideout. So Hara, Cormalin and 2 scouts cross the river to see what has happened. They discover Dagunda missing and the others killed. About this time the rest see a gibbet erected outside the temple and Dagunda's body is hung in it. It seems that Dagunda was betrayed and that the EWF are not going to go without a fight. So, they ome up with plan to sneak across the river at night, infiltrate the temple and rescue the hostages with mercenaries as a back up. It's a tricky operation but after some skirmishes they succeed and the next morning the EWF troops agree to leave when they realise that they face extra numbers and no longer have the hostages to bargain with. They negotiate a withdrawal and leave over the day
Godday Stasis
The EWF have left Deepwell, the old ways are reasserted and there is much merriment and celebration though not from everyone. Cormalin has decided that Keldo's not the only one who can be suspicious and starts observing Cadamil closely. At one point he becomes convinced that *something else* is looking through Cadamil's eyes. No one knows what Larad thinks as he has a religious obligation to stay silent all day. Hera discovers that Dagunda was betrayed by one of her women Adana, the wife of one of the men (Eran) held in the caves. Seems that Adana had made a deal to free Eran but lost her life for her pains: she was found garrotted in the temple. However there is no explanation forthcoming about why Vastyr recalled some men from the caves.

The one person not drinking all day is Cadamil. He is interested in whether the caves can be fortified and used as a strong point.

Freezeday Movement
And so Jotisan prays for spell recovery and regains his Sylph. Larad makes suggestions about increasing the defences and suggests sending scouts to harry the retreating EWF. Scouts return the next day and reveal that they flushed out several EWFers keeping an eye on the town. Keldo teaches axe play to a few unfortunates. Cormalin shadows Cadamil. A lot. As the last of the funerals are finished, the party decide to travel north to Sunvale with Mali's Maulers the next day. Hara wants to accompany them as she has nothing left here; she says that she has contacts who can tell her about EWF activities to the west.

Waterday Movement
It's a cold blowy day (just for a change) and they are travelling north. Signs of EWF influence diminishing. Life is good.

-----------
A busy session. I ran the hostage liberation as a skill challenge rather than playing it all out. They had come up with a decent plan and I didn't feel the need to take up a large part of the session and anyway they had had plenty of combat recently so it felt like time for a change of pace.

You'll see a series of new arcs starting during this session with a mix of returning NPCs (primarily Cadamil and the God Learners) plus new faces (Hera et al). The idea at this point was to start to open up the events.
 
Clayday Movement
Arrive back at Sunvale for the first major inter-clan meeting since the rebellion started. Many meetings and much celebrating. Daven is there from Thunder Bridge. Orlgard is still in the north but Keldo will speak for him. Maralis arrives with a Warband from Solthmouth. The rebellion is going well and there's a big feast that evening, many speeches are spoken, plans are made and various confidences are told and Keldo is confused.

During the evening Hara approaches Larad and asks if he can keep a secret. Being a Humakti he sort of can but is not very good at lying. She starts to tell him that she's not originally from Solthmouth and had been sold into slavery when Keldo comes over to see what's going on. As mentioned earlier, Keldo trusts Hara nowhere near as far as he can throw her. During the evening's festivities Keldo is convinced that Hara has stared at him evilly.

Larad later heads outside with Maralis where they discuss the rebellion. Maralis reveals that there is a plan afoot to marry her to Theorl and cement the alliance. She's not exactly happy with that. Impetuously she asks Larad to lay with her. Larad just about manages to say no. So they plan to get married instead. Larad's not sure if it's him or the death rune she's after. All in all, Larad ends the evening almost as confused as Keldo.

Windsday Movement
And so we come to the High Holy Day Orlanth. Taking advantage of this most auspicious of days, the Storm Council is called. The rebellion's leaders wish to seize this time to take control. As an even greater omen, Harp the Dragon Killer, King Androfin's Weaponthane, arrives with 50 warriors to covertly aid the rebellion. Harp is flash. Think epic, add a bard and you have Harp. The only person who loves Harp more than the people around him is Harp himself.

More surprisingly, Rsadi turns up with mercenaries in tow. A lot of the council are not happy to have any kind of dealing with sorcerer but Rsadi has provided equipment, support and men. It's hard to turn down that level of help. It is agreed that they need to keep on pushing the EWF hard but Hara has received information that a huge number of reinforcements were on the way from the EWF. Apparently one of the council of twelve has "opened an eye." Furthermore, she believes that many prisoners from the battles around Sunvale and Deepwell have been taken west. Keldo wants to know her sources of information but Hara will only say, cryptically, that she listens to the earth.

Despite Keldo's suspicions, a plan is hatched: the God Learners will take a small party behind enemy lines to both scout out the area and do as much damage to the supply lines as possible. Said party should consist of people who know the Marzeel river area between Jintul and Malton well. The sort of people who have friends and allies there, who may have purged the place of spider cultists. The kind of people who seem to be sitting right here. At this point the PCs realise who is being referred too.

The priests, meanwhile, are very excited about the storm that's building. It looks like it will be a big one and prove that Orlanth is waking to extend his powers.

Fireday Movement
Speaking of storms, it's a very bumpy airship ride to just north of Malton. This is the first time the PCs have been on the Hawk Exultant as it's in motion. Cormalin continues to be suspicious of Cadamil: to Cormalin it is starting to look as though Cadamil might be possessed. The mule is unhappy; mules are ground-based animals. Yarlech The Humble explains itself to Keldo while Larad attempts a threat analysis on Yarlech. Larad does threat analyses a lot, they give him purpose. It's either that or admit to himself that he's just secretly promised to marry the leader of the rebellion thus endangering the planned alliance and probably upsetting just about everyone along the Solthi River. Compared to that, being several thousand feet high in the air surrounded by Godlearners and mercenaries while his armour and weapons are 'safely stowed' is a mere bagatelle. On the plus side, Cormalin and Keldo are paranoid and Jotisan appears to be mostly calculating whether he can destroy the airship while they're still on board. People wonder why Larad looks depressed a lot...

----------------------
Those of you who have read or played BoO will probably recognise that this represents the beginning of the end. A lot of the NPC plans are kicking into high gear. By agreeing to perform this action what the players don't know is that they are being kicked out of the way. What they also don't know is that they're walking into a huge trap at the same time. Of course, BoO is pretty sandboxy at this moment and I did give them various leads to other possible events but they chose the airship which pretty much locks various plot strands into place. By the time they get back to the Solthi, everything will have changed.

BTW I should mention that Keldo has had several more encounters with the river goddess but not really come up with an idea about what to do with her.
 
As I do my best to get these posts finished is there anything that people would actually like to read about (or not read about)? Naturally I have no idea whether anyone actually reads them or just skips lightly over to more relevant stuff.
 
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