Gladiator Campaign

Last session, the adventurers emerged from the labyrinthine caverns beneath the Temple of Yezud, to find themselves looking upon Corinthia. They were nursing their wounds and recovering from a good deal of spider poison via a concoction prepared by Khenbish, the beautiful Hyrkanian nomad who so recently joined the group.

Things went from bad to worse when the first cold front of the year moved in. At their high elevation, it was snowing. Svetlana, the bride of Zath they just rescued, was wearing only ceremonial black beads patterned to look like a spider web. (If your imagination is struggling with this one, there is a good drawing inside Thulsa's wonderful HD3 adventure.) Plato, the stygian sorcerer, was wearing clothes that had been reduced to rags from their ordeal with Zath and company. And they had no supplies. Fortunately, Khenbish and Abaddon, the Shemite mercenary, had enough survival skills to save their hides. First, they found an uninhabited cave for shelter, and enough fuel to keep a fire going. Khenbish managed to hunt down a mountain lion, skin it, and and create a crude but warm cape for Svetlana. They waited out the weather, and made it down the mountain, cold but alive.

During this time, they began to notice Svetlana showing a belly. Was she pregnant? She had a glow about her as well.

In the foothills, they found a road and started following it. Off to the side of the road, they found what appeared to be a broken down wagon hidden in the bushes. Investigating further, they found a wagon which was dragged off the road and covered with branches to conceal it. Sitting on the ground along side the wagon is a small chest, which appears to have been broken open with an ax. Inside the chest is several brass coins and a torn piece of paper with some writing on it. They search the wagon and surrounding areas, and found more scraps of paper, with more writing. They manage to piece the writing together, which had a riddle written on it. They solved the riddle, which gave them the location of a stash of gold, which they then found.

GM's note: the above encounter is from Riddle Rooms 2: Wilderness Puzzles and Perils. The tinkerer who owned the wagon was set on by bandits. They killed him, and trashed his wagon, but were dismayed when they found his chest contained only brass coins and a note. They tore up the note in anger, hid the wagon, and rode off.

Also, we had a new player join the group, the gf of the guy playing Plato. She is playing Trinity, a Zamorian thief. I pulled her aside and proposed a back story, which she accepted: For one reason or another, Trinity had found herself in service to King Milo of Argos, a member of his "secret service" known as the King's Hand. A spy had been uncovered in Milo's court. They did their best to break the spy and learn of his affiliation and intentions, but the spy found a way to take her own life before they could learn much. Trinity was given an assignment, to track down where this spy had come from and learn what she could. To her surprise, she found that the spy had come from a small, remote village of Corinthia: Comune di Vita, or simply Vita. She traveled to Vita, and has been there a few days, staying at the town's only inn. The people were friendly initially, but when she didn't leave shortly after they became increasingly less friendly. It's becoming clear that they want her out, and their initial welcome was only superficial. She's found little, other than confirming the spy was indeed from this village. Everyone in the village seems to be members of some obscure cult she's never heard of before, with the town wise woman, Muriela, apparently being the high priestess.

Back to the main group. The characters continued down the road, and soon saw a village in the distance. As they came closer, they passed an abandoned castle, but did not investigate. Approaching the walled village in the bright of day, the gate was open and the people seemed friendly enough. They use their new gold to order some clothes and purchase other supplies. They got a room at the local inn. It's tended by Joka, a fat man with a full curly beard, and a horse shoe balding pattern. His teen daughter Anna is the bar wench. It is early in the day, and the place is slow. A couple obvious locals are having an ale at a table, and there is an unexpected site, a zamorian woman at the bar.

At this point, I pull the new girl aside, and tell her that she recognizes 3 of the people in the group that just walked in. They were popular gladiators in Messantia (Abaddan, Oleksandar the Zamorian thief, and Crucio the Koth assassin). And while it is not widely known who are members of the king's hand, even by other members of the king's hand, Trinity managed to find out that two of those gladiators (Abaddon and Crucio) also swore oaths to Milo, joining the King's hand. The question is what are they doing here?

GM's note. By the end of the session, Trinity had not revealed that she is a member of the King's hand. That's fine, it's likely wise for her to not reveal her affiliation until there is a good reaon to. What was annoying is that Plato, played by her bf, immediately introduced himself, and essentially welcomed her into the group on the spot. 24 hours had not passed since their characters met, and he was already trusting her with things he didn't trust any one else in the party with, FOR NO REASON AT ALL. He didn't know her from Adam. I don't blame the new player. Her character is searching for leads, and would want to know what this new group was up to. It would be very suspicious that other members of the King's hand would show up, and if they welcomed her in and were revealing their secrets to her, there is no reason for her not to learn all she can. But there was no logical reason Plato would trust her and act the way he did. A very clear case of poor roleplaying b/c your gf just joined the group. At this point, I'll be shocked if their characters are NOT hooking up by the end of next session. ** sigh **

While most of the group wanted to keep a low profile, just get supplies and get out of here, Plato started drawing massive amounts of attention to himself. He billed himself as a traveling glee man, and made an arrangement with Joka. He would bring in customers, and Joka would give he and his friends free room and board. Joka got the word out, and being a remote village, a gleeman visiting did indeed pack the house. In addition to story telling, juggling, and buffoonery, he performed magic tricks. Some of which seemed a little "too good" to be just smoke and mirrors, but when some one would mention this, most would tell them they were being foolish. "If he was a real sorcerer, why would he be doing tricks in a bar?"

Plato wasn't the only one catching local attention, however. The beautiful Khenbish noticed she was being watched by several villagers. Finally, a pretty 20 something blond girl approached her, and said she was to be an honored guest of Muriela the wise. Khenbish and Abaddon went with the girl, who was named Anna. She lead them to the nicest house in the village, which was surrounded by gardens and comely landscaping. As they reached to open the door, the door opened on its own. "Come in. Welcome." They met Muriela, an old woman with iron gray hair. Yet they could see in her face that she must have once been beautiful. Her eyes especially still held their charm. She had an odd birth mark at both temples, but it seemed to accentuate her beautiful eyes, not take anything away.

Muriela had many young beautiful female servants. Khenbish and Abaddon were treated like royalty, seated on lush couches and pillows, offered what ever wine and food they wanted, the servants washed their hands and feet and rubbed scented oils on them, rings were placed on their fingers. Abaddon was very suspicious of behavior that seemed a little too nice, but Muriela assured them that she loved good company, and that tales of their adventures to warm her blood was worth more to her than any jewelry at this stage in her life.

Muriela had a beautiful way of speaking, and it almost seemed she could get in their heads. She said she knew a better gift for Khenbish, and sent one of her servants off with a fat pouch. A short time later, the serving girl returned with a gorgeous riding horse, which Muriela then gave to Khenbish. The nomad Khenbish knew a good horse when she saw one, and this one was top shelf, a superb beast. It was too much. She took off the finest piece of jewelry she had to give to Muriela. Murila accepted it, but only under the condition that it was two friends giving gifts to each other. It was not payment. The two adventurers eventually left, but promised to return with more tales of adventure. Muriela promised to consult the stars, for she was wise in the ways of astrology, and see if she could not learn of this Hadramas they sought.

It was now clear to anyone that Svetlana was pregnant. Not a few weeks pregnant, but well on her way pregnant. By the looks of her, 5 or 6 months pregnant, but it had only been days. Clearly something was unnatural in this pregnancy, and the adventurers began to discuss what they should or could do about it. Abaddon was ready to gut her rather than allow an abomination into the world, but Plato stepped in. "As I have told you before, I have visions. Well, I've had visions of Svetlana and her child. Of course this child is unnatural, but I assure you, it is of dire importance that we let this child be born into our world. From there, give it to me. I have seen what must be done, and only I can handle this special child."

GM's note. Plato made a pact with his demon master to give Svetlana's child to him.

Back at the inn, yet another Zamorian had checked in. For a zamorian he was rather tall, broad and well muscled. Oleksandr suspected he might have some foreign blood in him. He had a scar across bridge of nose, dark hair and eyes, a thick mustache, a bald head, and wore baggy silk clothes, with a mace at his side. Naming himself as Fadir, an emissary from Ong, just passing through, having completed his business with Magistros Arcadius Moretti, the local lord who's estates were less than a day's ride away. He mostly kept to himself, and went to bed early.

Later that night, Khenbish awoke to the sound of her fine steed neighing loudly in the stables. Looking out the window, she could see a form moving in the shadows. Waking Abaddon, they went to investigate. In the stables, a fight ensued, as a masked man snuck up on them, and attempted to poison and subdue them. Khenbish fought off the poison. Out numbering him, the adventurers began to turn the fight in their favor. The masked man fled, but khenbish shot him down with a well placed arrow. Examining her wounds, she found she was not badly hurt. Even though he had landed some clean blows, he was apparently trying to knock her out and take her alive. Examining the poison, it was purple lotus juice, which would have paralyzed, not killed. Examining the masked assailant, they found it was the Zamorian with the scar across his nose, and he was alive. Khenbish was able to stabilize his wounds and revive him. At this point, people were waking and investigating, but the characters had time to question him. Mute Khenbish wrote down "Were you sent by Marko Tanin?" (Marko Tanin is the Zamorian lord who use to own her as a slave. He gave her the wound that stole her voice.) The slave catcher did not answer, but she saw something in his his eyes when he read it that made her think Tanin did indeed send him. The sheriff arrived, and apologized profusely for this inconvenience, and said that he would take care of the prisoner.

Trinity was watching, and could not help but notice how friendly all the town's people continued to be to these new arrivals, even though they were not very warm to her. Everything that she'd heard about Vita was that the town was not very accepting of outsiders. Very strange.

At this point, Plato insisted on going to the jail, where he told the demon he could have the slave catcher as a sacrifice. The demon reminded him that this did not count as his regular sacrifice, as for him to draw out the soul of the victim required a specific ceremony, but Plato said he could still have the slave catcher as a gift/play thing anyway.

The next day, the rest of the group learned that their assailants wounds were apparently worse than they thought, as he did not live through the night.

Abaddon asked Joka what he knew of the abandoned castle near the village. He told him that it had been abandoned for at least a couple centuries. A remnant from a time when the good country of Corinthia was stronger, perhaps, but he wasn't sure. "Some say it's haunted." Abaddon could see something in his face that made him think the bar keep was lying.

The session ended with the characters discussing going to the abandoned castle. This was last week. We play again tomorrow night!
 
At this point, I'm two sessions behind on posting the write ups, and we play again Monday, so I thought I'd better get at least one session posted before I fall hopelessly behind and give up on posting them entirely, like what has happened to some others on this site. **cough**Majestic**cough**

Young Bella, hand maiden of Muriella, came to Khenbish in the inn, saying that Muriella wished to go riding with her. Khenbish quickly went to her mount, met with Muriella, and the two rode out of Comune di Vita. They raced along a river, and Khenbish, being raised in the saddle as a Hyrkanian nomad, couldn't help but notice that the old woman handled a horse surprisingly well, far beyond what she would have expected from an aged, pampered woman of these civilized lands.

The women brought their horses to a canter, and Muriella laughed "What fun! I'm so glad you came with me. It is good to be with you, Khenbish." She led them into a quiet glen. Both dismounted and let their horses drink from a small pool. Muriella sat on a bed of soft grass, and bid her guest to sit by her. "Gods, you're beautiful" said the old woman with exotic birthmarks at her temples, who was not unattractive herself. "Khenbish, what would you say if I asked you about the role of humans in the grand scheme?" The mute nomad made a gesture indicating small. Muriella made a small smile. "They are less than insignificant. The villager of Vita, they are good people, but they are nothing." She paused briefly before saying "Khenbish, I'm dying. I may look healthy, but I know with certainty my time is coming near. I need some one who I can teach all I know." Khenbish assumed the position of apprentice to master, from her culture. Muriella said "Good. The people of Vita look to me as their spiritual leader. You will accompany me as I lead a ceremony, with all the villagers present. Then, I will teach you all I know. I will come for you. Soon." With that, they rode back to town.

GM's note, on few occasions this session and last, I made a point to have Muriella comment on Khenbish's beauty at least a few times. Khenbish took the edges Attractive and Very Attractive. Among other things, in Savage Worlds, this means she would stop traffic. Muriella has a strong preference for those of exquisite beauty in her quest for a "chosen." The townsfolk knew this, so she was "marked" from the minute she first arrived.

When Khenbish returned to the inn, she saw Svetlana and her unnatural pregnancy. Even the villagers were commenting about her, as she had entered the village a few days earlier barely showing, and now she looked ready to pop. The adventurers looked at Khenbish and said "We've been waiting for you. Let's go." They left to explore the abandoned castle on the hill outside of town. There, they found a castle that had apparently been abandoned a few centuries, and was starting to fall to ruin, but there were some signs of life beyond animals nesting. There were tracks showing the passage of many people through the front gate and into the main building. There was one path going from the gate, into the castle, and to a large trap door in the floor. If they strayed much from this at all, they found waste high weeds and brambles outside, and a couple centuries of dust inside. Opening the trap door and descending into the darkness, they found a torture chamber and some cells, none of which had apparently been used in a long time. Beyond this they found a passage way descending further into the earth, quickly turning from man made masonry to a tunnel chiseled out of rock to a natural cavern. Going slowly by torch light, they came into an open cavern that was so large their torch light didn't touch the far walls or the ceiling. It was deathly silent, and the hair on the backs of their necks was standing. When they moved toward the center of the cavern, they found giant stone monoliths, arranged in a circle. Pitch black stone things, polished smooth as glass, but with abnormal, non-Euclidean angles and dimensions, every inch covered in strange ancient symbols unknown to man. They found tracks suggesting that many people had been here recently.

As they discussed what to do next, Plato, the stygian wizard, dropped to a knee and grabbed his head. "Another vision. We must return to the village now. With all speed." He gathered himself, rose, and ran back to Vita.

GM's note: there have been numerous times, in previous sessions and in this one, where Plato would dismiss himself to "consult the stars" or would all of a sudden have "visions". This would be to consult his demonic master. Away from the rest of the players, I would sometimes tell him a few bits of useful information, sometimes nothing, but often he would then come back to the group and his character would tell outlandish tales of the things he'd seen and done. Still, he did often seem to know what he was talking about. I would find out later that at least one other character in the group felt that he knew too much. Anyway, in the case above, I merely slipped him a note that said "THE BABY, IT COMES!" Note that he had promised the demon the baby.

Outside, it is pouring rain. They adventurers follow their strange companion, the stygian, back to the inn. They walk in to see Svetlana at the top of the stairs, her hair sticking to her face with sweat, her gown wet and bloody from the waste down.. "Help me." Khenbish quickly left to get Muriella. Meanwhile, Plato quickly took charge of the situation. "Prepare a room up stairs. I'm going to need clean sheets and hot water." Then, as everyone was running around he took Svetlana by the shoulders and said "Come with me." Trinity, his new Zamorian friend, came with him as he led Svetlana outside. "Where are you taking me?" "Just listen to what I say." "I want my brother! I'm going back in side." At which point, Plato knocked her out. He told trinity to find a wagon, and quickly bring it around. He laid the unconscious woman in it, got in with her, and told Trinity to get them out of town as fast as possible. Rain is still pelting down, and the village had been very quiet on their way in, with everyone seeking shelter. While leaving town, he noticed a couple people leaving their homes, all with heavy cloaks, hoods pulled over their heads, going in the direction of the road out of town. But that was all very fast, as quickly they were out of Vita and on the open road.

Meanwhile, Khenbish arrived at Muriellas house, and the door opened even as she reached for the knob. "Khenbish, you have impeccable timing. It is time. Khenbish wrote her a quick note, Muriella called for Bella. "Go to the inn and help the Zamorian girl there. She is in labor." "But mother, I don't want to miss it!" Muriella gave her a stern look and said "You will do it." "Yes mother." "Don't worry Khenbish, she is a skilled mid wife. Now, you must quickly change, and then we must go."

Back in the inn, they are all waiting in the room, complete with clean sheets and hot water. They ask Joka, the bar keep, who looks like he's getting ready to go out in the rain, where Plato and Svetlana went. He points to the door. Outside, in the mud, they find tracks and signs of something being drug to a wagon, and wagon ruts running to the main road. They mount horses and take off quickly following the tracks out of town.

Plato had Trinity stop the wagon near a copse of trees, and instructed her to keep going down the road, not returning for a couple hours. He then went off into the woods with Svetlana. There, he quickly delivered the baby. He took the crying baby, lady it on the ground, and began performing a ritual around it. Svetlana was crying "Give me back my baby!" but then her cries were cut short, as a strange glow filled her eyes. Then she fell asleep. As Plato performed the ritual in the rain, in the dark wood, he felt the temperature drop suddenly and his breath began to mist. He watched as a blackness engulfed the baby, and as lights began to dance through it, the baby's cries stopped.

Khenbish and Muriella road on horseback, wearing heavy white cloaks with the hoods up. They road to the old castle, while surrounded on all sides by white cloaked figures on foot. Muriella said to Khenbish "Do not be afraid." and the people began an eerie chant as they made their way out of town and up the hill. Once they arrived, Muriella took the Hyrkanian's hand, and led her to the trap door. They made their descent below.

Trinity did not go far before she stopped. The other adventurers arrived, and she told them what happened. She led them to the spot where she'd let off Plato and Svetlana. They followed the tracks, which did not lead to the trees, but instead followed the river for some ways before going into the river and disappearing.

GM's note: This was the demon's work. Sensing pursuit, he confused the tracks, buying some time alone with the child.

After trying to find the trail for some time, walking up and down the river, Oleksandr heard a baby crying coming from the trees. Out walked Svetlana, cradling a child, and Plato, with an arm supporting her. As the other ran up, Abaddon, the shemite mercenary, took aim, and left an arrow deep in Plato's shoulder. The rain had slowed to a drizzle, the baby stopped crying, and things were quiet for an instant, as the everyone stopped. Svetlana, as if coming out of a haze cried "No, no, what are you doing? Don't hurt him?" and placed herself between Abaddon and Plato. "Explain your self, wizard. You tell us one thing, and then kidnap this woman during child birth." said the shemite. "No, no. He delivered the baby! He is the god father!"

GM's note: At this point she's totally ensorceled by the demon.

To this point, Abaddon has not taken his aim off of Plato. "If you ever lie to me again, the next one will be between your eyes."

With that, the tension drops a bit, and the others began checking on Svetlana, the baby, and asking questions. Plato proceeds to tell the biggest whopper those lands had seen in four centuries.

Muriella and Khenbish, dressed in hooded white robes, stand inside the circle of monoliths. An alter has been placed before them. The chamber is eerily lit by braziers in different corners. They are surrounded by hundreds of people, men, women, and children, all in white hoods. The crowd grows quiet, and Muriella addresses them. In unison, they give various responses to her. Then, ornate bowls full of liquid are brought to them. Muriella drinks deeply, and gestures for Khenbish to do the same. Immediately, Khenbish feels her body react, and knows she has taken some drug. She does not fight it, and lets it take her. She begins to fall, but hooded figures catch her. They take off her robes, carry her naked to the alter, and lay her across it. She turns her head to see Muriella stagger forward. She's caught by hooded figured, but straightening, she sends them away with a gesture. Others grab Khenbish's arms and legs, holding her firmly. Muriella opens her robe, and she is naked beneath. As Khenbish watches, she sees light coming from inside Muriella's stomach! A knife appears in Muriella's hand, and she begins to cut open her own stomach. First, thin tendrils emerge from the opening, reaching toward Khenbish, followed by an amorphous thing, glowing in a myriad of unnatural colors, colors man is not meant to see. Khenbish's vision fills with stars, and they are all she can see. Her body is completely numb, yet feels an intense sensation shake her whole body. This is followed by several smaller shocks, and indescribable, surreal bodily feelings. She still does not see from her eyes, but her mind's eye begins to have scenes flash before it. As she drifts into unconsciousness, she sees landscapes. First earthly ones, but then sites that must certainly be from other worlds.

GM's note. The above seen was not done in the presence of any of the players but Khenbish's.

The adventurers decide they are going back to town, where they will quickly gather supplies and get the hell out of there, immediately. They find a ghost town. As far as they can tell, not a single person is there. They take some time to collect provisions, and head out.

GM's note: Oh how different things could have been had they decided to go to the castle instead of town. They were planning on going there, but at the last second changed their minds. If they had gone there instead, I would have had them walk in on the ceremony just as Muriella was slitting open her own belly, standing over a naked Khenbish being held down on a black alter...

Abaddon and Oleksandr go to the castle to scout it out. As they arrive and find a spot high on the wall to watch, hooded figures begin to file out. From there hiding spot, they watch a long stream of them come out in the night, two by two, heading through the gate toward town. They are singing a solemn tune. As the procession continues, hooded figures carry out a platform, flat, long, and relatively thin. Eight of them carry it on their shoulders, 4 on each side. On top of it, a form lies still, draped in a cover. As the rain falls on it, making it sag to the thing it conceals, it's clear it is a body. The procession continues, and then a palanquin with curtains drawn is brought out, and for the brief second that light from inside the castle is behind it, they can see the shadow of a female form within. Abaddon considers filling the palanquin with arrows, but decides to wait till it passes through the gate. From there, he lept down onto it from above. The palanquin shatters, and he's on the ground wrapped in curtains and surrounded by debris, with the passenger in his arms. He pulls back the curtain to see the face of an unconscious Khenbish. The hooded figures mob him.

The rest of the adventurers are hiding off the road. They watch as the procession approaches. They see the human form on the platform. They see in the middle, 2 horses, one with a form slumped on it. They see there friend, Abaddon, roped and being led, and begin to finger their bows and sword hilts. Then, the form slowly sits up. Looks around, and says first in a weak voice, and then again in a stronger one "Stop!" The whole procession stops. A raspy voice comes from the hooded horse rider "Come out, my friends." The hood is taken down, and it is Khenbish. (Remember that she is supposed to be mute.) They come out, and she has the villagers release Abaddon. They are of course, very curious what is going on, with her speaking, the villagers, etc, but Khenbish answers that she doesn't know herself. They tell her that they are leaving. Khenbish asks Bella, beside her, "What am I suppose to do now?" "Well, you told us earlier that you would be leaving, and had us prepare your things. I will send for them. Two pack horses are brought to her, full of equisite clothes, jewelry, perfumes, powders, and so on.

The adventurers begin traveling through Corinthia, and as the days pass, Khenbish begins to know things that she doesn't know how she knows them. She begins having memories. She knows they are not hers, not memories of the girl who grew up a nomad, yet they feel like they are hers.

Meanwhile, Svetlana is the caricature of a the loving mother. Her whole life is my baby this, and my baby that. She is inseparable from her son, and has a constant smile. And how about that baby? The others begin to notice it growing literally every day. With in a week, it looks like a one year old. Most of them are getting creeped out. Abaddon has finally had enough. He sneaks into Svetlana and Oleksandr's room one night at the inn, and injects the baby, sleeping in his mother's arms, of course, with poison. Around the small pin prick, the area quickly begins to discolor, first red, then black. The black spreads rapidly, and black brisly hairs grow out of its body as it morphs before his eyes! He pulls out a knife and stabs it, chopping off one of 8 legs, as a black arachnid the size of a small dog is before him, scurrying away. Chaos ensues. Svetlana wakes up screaming. Oleksandr wakes up screaming (he has a phobia of spiders), and Abaddon tries to kill the thing, but it's too quick. It makes it out the window into the darkness.

People in the inn start to awake and see what's going on. To Abaddon, this is the last straw. This proves that Plato has yet again lied to him (going back to the previously mentioned whopper), making it at least 3 or 4 lies, and those are just the ones he's caught him in. He doesn't know what Plato is up to, but it involves constant deception and bringing spider demons into the world, and that's good enough for him. He bursts into Plato's room, finding him rising from bed, grabbing his gear, but before Plato can utter a query, Abaddon cuts him down, dead.
 
For now, I'm going to skip recounting the last episode, so that I can get some help for tomorrow night's session. I'm running Conan the Invincible. The adventurers have followed Hadramas to the realm of his master, the great thaumaturge Amanar.

Amanar has his army of sitarra, snake men warriors. He's also has had in his service, for a few months now, the infamous bandit the Red Hawk, and her band of rogues. Korella, the Red Hawk, has become aware that Amanar has been charming her, and is not pleased, but she's not sure how to get out of her situation. She's looking for a way out. I should also note that she's attracted to strong men, men of power, etc, and will have an eye on any Pcs that fit the bill. At the same time, Amanar is starting to tire of her, and when she's no longer useful, he plans to feed her soul to Morath-Aminee.

In addition, the Zamorian army has been hunting the Red Hawk. After gaining some intel, they VERY recently sent a battalion into the Kezankians after her. Amanar's Sittara easily dispatched them, using the terrain, superior numbers, and superior forces to their advantage. The Zamorian captain, and perhaps a few other soldiers, are all that is left of that force, prisoners in Amanar's dungeon, soon to be demon snacks.

The last session ended with the PCs surrounded by hordes of snake men, with Amanar welcoming them into his kingdom, already eying the beautiful Khenbish to fill the spot on his arm that Korella currently holds.

There is much potential for good role-playing here. Assuming the adventurers aren't belligerent, Amanar will be welcoming and will eventually offer to become their patron. Meanwhile, Korella and her men could be allies, as could the Zamorian Captain, should they find themselves in Amanar's dungeon.

In the Jordan story, there were additional opposing factions. The sorcerer from the black ring, who was out to bring in the rebel Amanar. I could use this, or substitute the church of Zath for this role, who is not real pleased with the PCs right now, or use both. There was also the united forces of the Kezankian hillmen, who attacked Amanar's keep at the close of the tale.

Last, but most importantly, Hadramas. What is his role in this tale? The PCs have been hunting him practically since day one, and for a few reasons, it's time for his tale to end. Considering how long this has been going on, how much build up there has been, it needs to be climactic. Currently, I don't haven any good ideas. If the PCs out right ask Amanar where his apprentice is, he will tell them he's not here, but will be returning soon. If they list any grievances against him, Amanar will listen, and become very upset with Hadramas, saying he will have him flogged, set his wrongs right, etc. In reality, Hadramas may really not be there, like Amanar says. Or he's there, in hiding, biding his time for the right moment to stick it to his enemies. Or he's there, detained, being punished by Amanar for his failures with the PCs. Or???

I really don't have any idea what to do with Hadramas, and he should be the most important part of the story, the center piece. Please help!

Thanks!
 
The bad news is tonight's game was snowed out. The good news is you have another week to shower me with your brilliant ideas.
 
I've been reading this and trying to catch up; it's really fun to read. I had some ideas swirling around in my little head, but I'm going to have to email you some questions because parts of the campaign have me a bit confused. :)

One thing is for certain, this has to have been a very entertaining and enjoyable campaign so far for your players. I'm jealous!
 
thelevitator said:
I've been reading this and trying to catch up; it's really fun to read. I had some ideas swirling around in my little head, but I'm going to have to email you some questions because parts of the campaign have me a bit confused. :)

One thing is for certain, this has to have been a very entertaining and enjoyable campaign so far for your players. I'm jealous!

Thanks. It has been fun! I've got a good group of players.

Now, to catch everyone up to date. Here is last week's session:

The session began in an inn in Corinthia, with Abaddon, the shemite mercenary, standing over the corpse of Plato, formerly a stygian sorcerer and comrade. Others in the inn, including Abaddon's other comrades, are in the hall outside the room, trying to see what is going on. That's when hell broke loose, literally. Plato's chest exploded open, and bursting forth came a vision from hell. A hulking dark figure stood before Abaddon, dripping in blood and gore, so tall it had to hunch to fit in the room. The creature stood upright like a man, but had four arms, each ending in talons, with great bat like wings stretching out to touch the opposite walls of the room. Laughing, it grabbed Abaddon, and clutching him close to its chest, it burst through the window of the room, leaving behind a hole twice as large as the window had been. It flew straight up into the star filled night. Abaddon struggled to get loose, but the creatures just squeezed tighter, cutting into his flesh with its razor sharp talons. In a deepvoice that was awful to hear, it said "I'm taking you to hell." and then licked Abaddon's face with a double forked tongue. Finally, Abaddon was able to get enough of one hand free to take his sword, still in his hand from slaying the Stygian, and drive it into the side of the demon.

Back at the inn, most who'd witnessed the scene were in horror, but some of Abaddon's allies ran outside. The heard the sound of something large and heavy falling into some trees near by. When they went to investigate, they found a bleeding, bruised, and broken (as in several broken ribs), but still living shemite. When they revived him, he was still holding tight the hilt from his sword, upon the blade of which a priest had laid ruins of protection. Only now the blade was gone. From the looks of the hilt, the blade had melted off!

In the commotion, no one noticed as Svetlana, beautiful sister of Oleksandr, former bride of Zath, came upon Abaddon. She began to slash at him wildly with a dagger, and luckily her brother was able to grab her, hold her down, and calm her. The next day, she was gone.

After a few weeks, when Abaddon was ready to travel, they continued on the trail of Hadramas, this time to his master's lair, the fortress of Amanar the Stygian rebel. Winter was now settling in, and they made their way across the cold, dry lands of northern Zamora in winter. It was revealed that Trinity, the zamorian thief who recently joined them, was a member of the King's Hand, sworn to serve King Milo of Argos, just as Abaddon and Crucio were. What's more, they met up with another traveling member of the King's Hand, Mox the Protector, a stygian priest of Ibis. He was Trinity's contact in Zamora, and he joined them in their travels.

While traveling through Zamora, they heard rumors of the infamous bandit the Red Hawk terrorizing the merchant caravans. She and her band had not been heard nor seen for a year, but in the last few months have returned with a vengeance, more active than ever! They heard rumors of a new high priest for the church of Zath. The old high priest had been murdered by rogues within the great temple of Zath itself! The new high priest is controversial in his teaching. What's more, he's aggressive in expanding the power base of the church. Some say he is already pulling the strings of many noble houses in Zamora. Some say he's pulling strings tied to the throne itself!

After many days of travel, the adventurers finally arrive in the foothills of the Kezankians, and camp down for the night. As Oleksandr crawls into his bed roll, the first to go down for the night, he feels a small prick and then a burning. Investigation reveals nasty poisonous spiders within. More investigation reveals nasty poisonous spiders within all of their bed rolls! The adventurers start becoming worried.

Traveling into the Kezankians the next day, they spot on the horizon men in the distance. Sunlight glints off armor, and their formation is very orderly. Surely they are soldiers. The adventurers don't know what they want or who they're after, but they don't want to find out either. They pick up the pace.

GM's note. The zamorian army has sent a small battalion to hunt down the Red Hawk's band, who they've learned has been retreating to the mountains after their raids.

The PCs come upon a small group of Kezankian Hillman, and quickly come to blows. They wipe all of them out in fine fashion, except for a few who surrender. They take them prisoner, along with many captured horses, and have the hillmen lead them to Amanar's keep. After a day's travel, they learn that the hillmen were leading them into ambush, back to their tribe, where they PCs would surely be overran by their numbers. The PCs narrowly make it out, losing their "guides", but keeping their hides.

When they finally make it back to the main trail, they discover that the soldiers had caught up, and already passed through. Not knowing where to go to find Amanar's keep, they decide to follow the soldiers.

They travel a couple days, going deep into the Kezankians, but not catching up to the soldiers. They've noticed that there are no longer any animals, and plant life has all but disappeared, with just a handful of stunted, thorny shrubs being the only life for miles. Not even a bird is spotted in these deadlands.

They are traveling down the trail, with high natural walls on both sides. They come upon an area where they see signs of a good sized battle. There are no bodies, but there are signs of things being drug off in the direction they've been heading. They press on. They "feel" eyes watching them from above, and once or twice catch movement out of the corner of their eyes, a head ducking, etc. They round a bend, and are greeted by hordes of green skinned, red eyed, snake men. Heavy scale male covers their bodies, large tulwars are on their sides, helms are on their heads, and red leather boots with serpents worked in are on their feet. Looking above, on both sides of the PCs, the high walls are loaded with more snake men with crossbows out, no longer bothering to hide. Almost stranger than the site of the snake men is that which sits in the middle of them. On a rich palanquin guilded with gold sits a dusky skinned man. His long black hair lays on his shoulders and is white at the temples. He wears a heavy, dark red velvet cloak, and has strange black eyes, which red flecks dance across. In a warm, pleasant voice, he greets them: "Welcome to my kingdom."

And that is where I stopped the session.
 
I've only really caught up with the last few parts of this but it's most interesting. I'm always intrigued as to how other roleplaying campaigns work out. And your write ups are a good source of possible plot ideas as well as being interesting in their own right.

So thanks for taking the time to post 'em up.
 
Demetrio said:
So thanks for taking the time to post 'em up.

You're welcome. I find it helps me to get the creative juices flowing for the next session, plus I get lots of great help from people reading these posts, both within the thread and outside of it. (I'll take any help, but I do prefer to get the help within the thread, as then others can comment on the ideas presented, extrapolate, and so on. Essentially more collaboration.)

There's a decent chance next session will feature Hadramas and the PCs in a gladiatorial combat. Seeings how this is in some ways the climax of the whole campaign to date, I'd like it to be memorable. Any ideas for how to create a very memorable showdown between a group of PCs and one sorcerer? At a minimum, I need some way for this to not be over real quick, as they simply gang up and hack him down in one round. Sorcerers don't typically hold up well in isolated combat, like you would have in a gladiator match.

Thanks!
 
Can you get them to have to tackle him singly and consecutively rather than all of them at once?

If the combat is formalised, like a gladiatorial match, then that would be easy to arrange.
 
Demetrio said:
Can you get them to have to tackle him singly and consecutively rather than all of them at once?

If the combat is formalised, like a gladiatorial match, then that would be easy to arrange.

I could, but how would that help matters?

This is going to be to the death. So either all the players but one sit on the sidelines while one gets the chance to be a star and take out the BBEG who's been plaguing them, or they get to sit on the sidelines and watch their companions one by one get killed off. I could make it not be to the death, but that would be pretty weak. Especially since the PCs' goal is to kill him, and vice versa.

It doesn't seem like a very good climactic ending. It doesn't seem like it would be fun for every one. I'd much rather just make the combat a good challenge for the whole group.

I'm sure we can come up with something. The only limitations are our imaginations!
 
Well change the nature of the combat.

Have them enter a ruin or similar structure that is full of natural hazards, say snakes, traps and suchlike. A lethal arena.

Now if you send the pcs in individually from different points (but simultaneously in time) then each must deal with the hazards whilst seeking out or evading the sorcerer.

It's going to need some co-operation on the part of the players but you can build tension by having the weakest character pursued by the sorcerer while the others ar hampered in coming to their aid by the hazards.

Maybe give the sorcerer a henchman or two as well (after all why should the players be allowed to duel with him many-on-one. Again they can enter from different points and each can confront different pcs at different times.
 
Demetrio said:
Well change the nature of the combat.

Have them enter a ruin or similar structure that is full of natural hazards, say snakes, traps and suchlike. A lethal arena.

Now that is a most excellent idea. That would definitely help to make this a memorable combat. Awesome idea. May have to use that.


Demetrio said:
Maybe give the sorcerer a henchman or two as well (after all why should the players be allowed to duel with him many-on-one. Again they can enter from different points and each can confront different pcs at different times.

I'd thought about this as well. I could allow him to select an equal number of henchmen and/or pets to make it fair, or I could have him open the combat by summoning "henchmen".

Other ideas: A mass mirror image spell. The arena is filled with dozens of convincing, independently acting duplicates. If I then combined this with a Savage World's spell called "Burrow", which Hadramas has shown in the past to have in his arsenal, you could make things challenging. Imagine the arena is filled with dozens of Hadramases. Every round at least half of them are turning into sand, "melting" into the sandy floor, while others are forming out of the sand, popping up behind the adventurers for sneak attacks, and then melting away. Only one of them is the real Hadramas.

Their only options would be to attempt to dispel the spell (hmmm, Hadramas may want to target the party sorcerer first), or to hold their action, wait for a Hadramas to pop up, interrupt his action, and attack. With each image they destroyed their odds of hitting the real Hadramas would increase.

It's pretty common to put a party of adventurers against one big scary monster. Well, another sand based idea I had was to have Hadramas use a shape change/elemental mastery kind of spell to become a giant sand elemental, not unlike the Sandman from the pages of Spider man. He could be very large, able to do area attacks, damaging several PCs at once, turning his hands into giant mallets, or blasting them with blinding sand storms. He would be very difficult to damage, as most physical attacks would just go through the sand, not harming him.

In fact, I could combine the above ideas. Have it start off with a room full of Hadramases. When the PCs narrow it down so that the odds of hitting him are very high, the remaining Hadramases "merge" and the fight continues, this time vs a giant sand elemental.

How would the PCs harm a sand elemental? Magic? Fire? I'm trying to remember how Spidey would do it. Would it be immune to physical attacks, or just have a high DR?
 
Geeze, now I'm torn. I really like the mirror image sand man encounter, but at the same time, the trap and snake filled arena is a really good idea, and it's one that will be more difficult to find a place to use. After all, the PCs won't be in a gladiator match often, if ever again (despite the title of this thread); meanwhile, the mirror image sandman thing could be used in pretty much any battle vs a sorcerer. What I'm getting at is I think I like the sandman idea more, but I feel like I could easily save that for later, that I'm wasting a good opportunity to use the trapped filled arena.

I would just use both, but for some reason I don't feel like they go that well together. Not exactly sure why, it just doesn't "feel" right.

Thoughts? Other completely different ideas? Thanks!
 
You've got a lot going on there. The sandman idea is certainly climactic - heck, it might take down a few of the players as well!

I'd go with using the animate statues spell to create the sandmonster, with an illusion to make the players think it is your badguy. This would probably sap a large amount of the sorcerer's power points, as his enmity would not hold back. Would he watch his work, looking to see the downfall of his enemies, or would he quickly find a sacrifice or two or a dozen to recharge his PP? Or both, watching at first but once the players get an advantage, heading to his slave dens for some quick PP to finish off the weakened players.

Maybe a player catches wind of what is going on, a good spot notices that he is watching or sees through the illusion. Can the players figure a way to escape the sand-beast in time to stop the sorcerer from regaining his power points? Should the party split up?

What if the players don't notice the sorcerer getting away? There are a lot of ways for a sorcerer to escape, from Vanish, become beast to a bird, to various hypnotic effects. It also is his home turf, so a few secret passages would fit right into the Conan world. Odds are good that the players "win" but also your sorcerer escapes.

Lots of choices, lots of action. It'll be a good time had by all!
 
Hervé said:
Bumped for all eyes to see.

Thanks for the love, Hervé.

I actually haven't ran a game in a year or so. Some of the others in my group have now had turns running games, and I've been having a blast as a player instead of a gm. Currently we're playing the Savage Worlds setting Sundered Skies. Next up is this gem, which I simply can not wait for:

http://rpg.drivethrustuff.com/product_info.php?products_id=60955

I've scanned through the book, and it looks to pretty clearly be based on ERB's Mars books. The guy who is going to run it assures me he will run it like "Conan in space." **thumbs up** Should be tremendous fun.
 
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