So the group gave it a good shot. We completed 7 sessions, but I was unable to fit the campaign arc in to the game in such a way as to invest the players and their characters. It was a good lesson learned. We didn't just give up at the first hint of issues, but after 7 sessions of 5 hours or so each, there was also no point in beating a dead horse.
So, we are on to a new story, beginning in July. The group will run through our very first adventure path from Paizo: The Mummy's Mask. It will play more to my dm'ing skills of high adventure and "Indiana Jones" type gaming. It will also be much less preparation each game for me, which is a good thing.
Running this game will give me more time to properly think through a new homemade campaign in the future which I can 1) prepare with my strengths in mind, 2) create for the players' personal areas of enjoyment, and 3) better integrate a campaign arc which will allow the players to be grabbed up as opposed to feeling like they are floating with no impetus to attach to the main arc.
We had great success with my first foray into homebrewed with my "Frozen Thunder" campaign. I will endeavor to take the lessons of the successes from that campaign, the issues with "Reflections of Sin", and come up with something new and playable without stressing about whether it will be "as good as" Frozen Thunder felt.
I learn as many if not more lessons from failed attempts as I do from successes. So onward!
Information for the Players of our Pathfinder D&D game entitled, "Reflections of Sin."
Thursday, July 3, 2014
Friday, April 18, 2014
Reflections of Sin - Session #6 Recap
Pathfinder adventure - Reflections of Sin
Session #6 Recap
Trufargus throws Robinn over his shoulder and yells at the
party, “Go to the Hippogriffs on the Docks!
I will try to meet you there!” He
then runs down an alley with Robinn and is gone. The party quickly begin to run, as the mob of
town folks, enraged beyond reason, begin to swarm towards them. A chase ensues among the rooftops and the
narrow alleys of the Shingles, with the heroes jumping over sudden openings in
the roof, dodging around chokers and stirges, quickly jumping walls and hiding
while mobs of people run by, and, unfortunately, sometimes being caught by a
mob or monster and having to extricate themselves, either by bowling past them,
narrowly tumbling around them, or busting down doors and heading to the roof or
ground.
And sometimes, they fall off the roof through to the ground
or miss a heroic leap and end up crashing into a mob of frenzied people
fighting in wider streets.
2 minutes of running and dodging seems to take a lifetime
(or at least 4 hours). Io reaches the
Docks first and sees 5 hippogriffs tied to the ground, their riders, members of
the Sable Company, dead at the creatures’ feet.
Crazed townfolk are now attacking the hippogriffs, who are wildly trying
to escape and fly away.
Io quickly runs into combat, but is unfortunately
overwhelmed by the wrath-filled attackers and falls unconscious to the ground,
sorely wounded. Morgrym arrives next,
and he stealthily is able to get to Io and feed him a potion which heals some
of his wounds. By this point, almost
everyone in the party is injured, some worse than others, by attacks, falls,
and, for Morgrym, the events in the abandoned building earlier in the day from
which he has yet to recover. With Io now
conscious, Morgrym sneaks over to one of the hippogriffs and, trying to calm
the creature, unties its bonds. Freed,
it jumps into the air, taking Morgrym with it as the binding rope wrapped
around Morgrym’s ankle and is still attached to the hippogriff’s saddle. Morgrym is able to crawl into the saddle and
secure himself, but all attempts at calming the beast fail as he is flown
across the strait into Korvosa proper and towards what looks to be a citadel.
Io, as he is preparing to battle again after regaining
consciousness, is joined by Juliet and Aean, who have finally reached the
dock. It is noticed that Quaithe has not
arrived, nor has Trufargus or Robinn.
The 3 party members begin to battle against the raging town folk, but
not before one of the hippogriffs is killed.
Morgrym lands in what seem to be the stables for the
hippogriffs, and two men run out towards him.
After a brief conversation of how Morgrym came to be on the hippogriff
and of the battle in the Shingles, the lead officer introduces himself as
Commandant Marcus Endrin, Commandant of the Sable Company. He jumps up behind Morgrym and they take off
into the air. While the Commandant flies
the hippogriff back to the Shingles, Morgrym defends them from Sable company
soldiers on hippogriffs who have also become enraged and seem to be battling
their mounts as well as anything else in the air.
The two of them arrive and join battle with the other 3,
including Juliet, who has also climbed on the back of a hippogriff and is
having better luck handling the creature.
She is able to have the creature fly in the air close enough to the
attackers so that she can club them with a longbow she finds next to the creature’s
saddle.
When the group finally disposes of all of the attackers, the
Commandant has the party members all get on the remaining hippogriffs and
follow him back to the stables. During
flight, Juliet suddenly realizes that the priestly Urdefhan is sitting behind
her, and he asks her what she thinks she is doing and what they hope to
accomplish. It is then gone as if never
there.
Once at the stables, the Commandant quickly ushers them into
the main building where they are met by a familiar face, Field Marshall
Cressida Kroft, head of the Korvosan Guard and the person some of them talked
with earlier in the day. She asks them
how they avoided the same fate as the townsfolk, and they relate that it is
some kind of plague released on the city by the priestly Urdefhan. They have been given a gift by Sarenrae which
protects them from disease, and she relays that she too is protected from
disease due to her abilities as a paladin of Abadar, the god of contracts and
cities. Actually, the only members of the
military who remain unaffected are those with holy powers. Together, they all conclude that the
townsfolk have been infected with a plague which causes one of the seven deadly
sins to manifest in some way within each person: Wrath, pride, gluttony, sloth, avarice, envy
and lust.
The Commandant, who left briefly to check on the hippogriffs
and the remaining soldiers, returns with Quaithe trailing. She ended up traveling by shadow to shadow
through the city, and says that the entire city is impacted, no where being
safe, especially in the nighttime darkness.
Cressida says that she has two important tasks which she like to entrust
to the party, since they are unaffected by the plague and have some strength of
ability. The first is to go to a nearby
orphanage and rescue children who were not able to be evacuated to safety. The one thing the leadership was quick to
realize is that children seem unaffected by the plague. Juliet suggests that their innocence may be a
natural barrier to the plague.
The second task is to go to the Bookmaker, a renowned bookstore
in the city, and collect as many books as possible which can be used for
research by the priests and sages who have been able to resist the effects of
the plague, a very small number indeed.
Cressida gives the party 3 magical bags which can hold an enormously
large amount of items without ever growing heavy, and she also says that if the
owner of the bookstore is still there, Costa Serimus by name, that they should
endeavor to bring him back as well.
As the party is tired and in need of rest and some chance to
bandage their wounds, it is agreed that they will set out as soon as the sun
rises and the darkness dissipates. They
all then are given rooms in the barracks to rest, and lay down to sleep and
meditate. Aean, as he lies down in his
darkened room, hears a quiet tapping on glass, and he moves stealthily over to
the window. He looks out and sees
nothing, but then realizes the tapping sound is not coming from the window but instead
from the mirror on the table at the foot of the bed.
Monday, March 24, 2014
Session #5 Recap
Pathfinder Campaign Reflections of Sin:
Session #5 Recap
While recovering from the attack at the campsite, the party
notices the bodyguard is missing and then hears a scream in the forest. All but Quaithe go to investigate; Quaithe
stays behind to make certain that Delix’s body doesn’t go missing. Io goes invisible while traveling, and the
party members come across a clearing in the forest. A creature which appears to be a Uderfhan in
priestly robes has the bodyguard nailed to a tree, with the bodyguard’s
entrails pulled from his body and laid out to view, much like an augury
viewing.
The creature turns around and asks the “Boy-Oracle
Child-Robinn” what he discerns from the future laid out before them. Robinn does not answer, but goes into a
prophetic trance and calls out some kind of prophesy:
West of rest is sleep
East, dream
Where waters meet
North, emptiness,
South, wakefulness,
And out, rising up
To the stars,
Peace.
(Source: a poem by
Jeffrey Yang)
Morgrym steps up and shoots a crossbow bolt at the creature,
nicking it. The creature waves at
Morgrym, who is suddenly frozen in place.
The creature talks about the wrath of the dwarf and the lust of Aean as
well as “the obviousness” of Juliet. It
speaks to the fact that it cannot directly kill the party, but then reaches
into its robes and pulls out a glowing piece of the blue mineral as well as a
golden pyramid. It says it can at least
make things difficult for the party, and then twists the pyramid in its hands.
The creature disappears and the party is left standing in
the dark. Meanwhile, back at the camp,
the campfire suddenly goes out and the body of Delix is now just bones and
rotted bits of clothing; the horses are gone.
Quaithe goes in search of the rest of the party, who also notice the
body of the guard is now a rotting skeleton.
Morgrym realizes through signs in the clearing and the positioning of
the stars that a couple of years have passed; the party has been pushed forward
in time. The blue gem which the creature
was holding now lies on the ground, no longer pulsing with light.
Morgrym and Io decide to go back to the village with the
bore in the side of the hill to see what has happened in the couple of years
they have been “gone.” The village is
now completely abandoned from all looks, with the bore standing wide open and a
sense of evil and doom radiating from the village. Io goes in deeper into the village, and
thinks he sees a child in a white shift running around the corner. They both decide to go back to the rest of
the party and go around the village.
The journey south towards Korvosa is now on foot through the
snowy landscape, and they see no one on the road during their travels. At one point, they see off of the road to the
east a glint, and upon investigation, find a pool of water from a small creek
which holds a box engraved with the symbol of Sarenrae. Inside the box are 5 teardrop-shaped vials
holding a magical liquid. Upon research,
the liquid, when swallowed, gives the person protection from disease
permanently, and each of the members except Robinn swallow one of the vials.
Upon finally coming up to Korvosa, the party notices very
little traffic, all going into Korvosa and not coming out, with many guards
vigorously checking those entering the city.
When they approach the gates, they are questioned as to from where they
are refugees, and then written into a journal and told where an Inn has space
available, a place with a man on the sign next to another man on the sign in a
frame. The Inn is in Old Korvosa, the
more run-down area of the city.
The party go to the Inn, which is a large tavern/ inn with
mirrors all around the inside of the tavern walls, and they rent the last 4
rooms available. They spend the night,
and then split up the next morning to figure out what is going on in the city,
shop, and discover what they have missed in the intervening years.
Juliet, Robinn and Io go to the main church of Sarenrae and
find out that the strange symbol the party found at the conjuring site next to
the lake and on the bodies of the Urdefhan are being worn by many daemons who
have filled the country surrounding the city, almost like a holy symbol. The city has been taking in refugees from the
surrounding villages, and ships from other countries come once a week to take
loads of these refugees away from Korvosa and Varisia, away from the daemons
which are terrorizing the land. This
appears to be happening all around Varisia, although very little news has come
in from Magnimar or other parts of the country.
And most of the villages surrounding Korvosa are now cut off. Also, not all the daemons are wearing these
symbols, and there appears to be infighting among factions of daemons.
Morgrym goes by the Academia to discover what he can about
the blue mineral gem and see if there are leads to his missing brother, but the
Academia is closed to all outsiders and the guards will answer no questions nor
pass on information for Morgrym, who is gruff in his approach. Morgrym also discovers word of the refugees
from word on the street, which explains why there are refugees but not so many
as to overwhelm the city or to show much signs of starvation.
Juliet, Io and Robinn also stop by the watchhouse for the
Korvosan Guard, where they meet the Captain of the Guard, Field Marshal
Cressida Kroft, a human female who is gracious but obviously harried from the
large number of refugees. She has no
information on Delix being missing or any ramifications, and truthfully, with
the daemonic invasion, would not be a priority at this time. She does tell about the timetable of the
ships coming in to take the refugees away, as well as being watchful for ships
full of wrathful raiders who try to land in the port city. She also says that if the party is
interested, she would be very grateful for any assistance they might provide to
the city.
Quaithe wanders around the city market and learns much the
same information, while Aean goes to the temple of Calistria to check in as
well as to see if there is word on Lady Eva, which there is not. Very little communication has been available
from Magnimar, which is where Aean last saw Lady Eva. Each of the party members then wander towards
the market where Quaithe already is.
On the way to the market, Juliet, Io and Robinn hear
screaming down the street and come upon a large creature standing in a
fountain, terrorizing the local people.
It appears to be a construct of the skin of faces sewn together with
straw stuffing the insides. They take
the creature down, and afterwards, overhear one of the guards from the city who
came to investigate that the faces seem to belong to missing people from the
Academia.
The party all ends up in the market, although Morgrym never
reconnects with the rest of the party.
Some party members go to local enchanters and such to have armor and
weapons enchanted with magical power, and leave this gear overnight to be
picked up the next day.
Morgrym ends up by himself in an abandoned area of the city,
with derelict buildings all around. He
senses and then sees a child in a white shift, blood running down the front, on
the third floor of one of the buildings, and it brings to mind the “child” Io
saw in the abandoned village as well as occasional viewings by the party since
then. He goes into the building to
investigate. Inside, a staircase barely
holding together goes up to the second floor, which is dark and has a real feel
of evil and dread flowing down the steps.
The shaken Morgrym looks for the child in the rooms on the first floor,
but then suddenly feels a hand grab his own and pain courses through his body
as if life is sucked out of his body. He
looks and sees the little girl with the bloody shift, and as he stumbles away
and out the door of the building, he looks back and sees many children standing
on the staircase, all in bloody shifts and all staring at him.
The party all meet back at the Inn they are currently
staying at with the strange sign.
Morgrym stumbles in after, and immediately orders a drink. While the party is in the common room after
eating, they hear in the corner two men arguing while pulling one of the
barmaids from either side while the fire in the fireplace and all of the
torches on the walls suddenly blaze an orange color. It begins to get violent as they pull her
arms harder and harder, trying to take her from the other while yelling, “She
is mine!” The barmaid, who should be
screaming from pain, seems to be in the throes of ecstasy. Io, Aean and Juliet rush over to help her,
while Morgrym notices the tavern keeper seems to suddenly be getting angrier
and angrier and Quaithe sees the minstrel slump over, drooling on himself while
just sitting on the stage. Morgrym looks
into the next room, and a table of patrons is fighting with deadly effect.
Quaithe notices that Robinn is looking around the room with
a horrified expression, but not at the patrons:
at the mirrors. She grabs him and
suddenly sees a vision in the mirrors, which Robinn is likely seeing: blue light is streaming all through the room,
the mirrors do not show reflections but instead some shrine with humanoids
“swimming” through the air, a terrible creature sitting on a throne but unable
to move off of it. One of the swimming
creatures sees Quaithe and Robinn, smiles a pointy-toothed smile, and then
starts pounding on the “mirror,” which begins to crack.
At this point, the party is trying to exit the tavern which
has gone crazy. Quaithe yells out a
brief shout of what she saw, picks up Robinn, and runs out into the
street. In the distance, a dull roar is
heard, and the street lamps at the end of the streets begin turning
orange. Everyone leaves the Inn,
although Io is caught up as the mirrors crack open and flood the Inn with
water, pushing him out into the street he was heading for anyway.
Morgrym sees a man running up one of the streets at a dead
run towards the party, and it turns out to be Trufargus, who grabs Robinn and
yells, “Run! Run, you fools!” All of the streetlamps are now orange, and
mobs of crazed people are coming up both streets straight at the party. Up above their heads on the top of a
building, the party see the strange priestly Uderfhan, and it shouts out
gleefully, “Let the Plague of Sins begin!”
Friday, February 7, 2014
Wednesday, January 22, 2014
Session #4 - Nobody Home
Session #4 Recap: Nobody
Home
Gerrett runs up with a woman of dusky skin and yellow
eyes. Delix is dead, and this has thrown
the village into a serious dilemma.
Gerrett will be going after the leukodaemon and other summoned creatures
which are attacking the town and surrounding farms. He is leading in farmers to the town to
centralize against the attacks, and using friends of his to assist, including
the woman, Quaithe, a ranger he is training.
He runs off after briefly talking with Cenn and the party, more
concerned with those under his protection.
Cenn and the party have an uncomfortable discussion about
what to do next. Cenn is hoping the
group of heroes will assist in one of two ways:
either keep to the task of going to the next villages on the tax
collector’s route to let them know the tax collector will be delayed, or take
Delix’s body to Korvosa and explain the situation. Neither situation is optimal. If the adventurers go to the villages, Cenn
will go to Korvosa to explain the situation.
The city will definitely send in soldiers and investigators, which will
likely mean some of the villagers or surrounding farmers will be conscripted. Cenn can also visit the temple of Sarenrae to
ask for a replacement priest. If the
adventurers instead go to Korvosa, Cenn will go to the villages and spread the
word. The adventurers might be able to
calm the authorities in the city and prevent conscription, or they might make
matters worse, depending upon how they are received and what they say. In either case, Quaithe will join the group
to help lead them through the countryside.
After much discussion, the group decides to go to Korvosa as
they already have impetus to go there (i.e. research, need for resources, the
need to search for Morgrym’s brother, etc.).
Cenn will write a letter explaining the situation, and one of Delix’s
bodyguards will accompany them to help with backing up the details
witnessed. The other two bodyguards will
go with Cenn as there are still summoned creatures in the surrounding areas as
well as other dangers. Robinn insists on
going with the group as well.
Cenn, as a thank you to the group, arranges to have winter
gear provided at no charge, especially since it is getting late in autumn and
there is a real crispness in the air.
The blacksmith also provides Juliet with a very basic short sword. Once outfitted and resting for a day, the
group leaves the village and heads south towards Korvosa.
The first village, Hunnell, is located 1 ½ days away from
Clearwater’s Gate. The trip passes
through country with several ruins and ancient buildings or keeps, sitting
empty (hopefully) and broken in the empty lands around. These ruins and spires in the distance remind
of a prior age many eons passed, and lay as gravestones to those times
forgotten.
Upon coming up to the Hunnell, the group finds the village
to be eerily empty of anyone. Doors are
open, curtains thrown wide, but no one at all in the street. The village is probably 3 times the size of
Clearwater’s Gate, but not a soul in sight.
The only out of place thing seems to be large boulders near buildings
which should likely have been cleared out of the village, but might be kept
around for some other reason. Also, a
song is playing on the wind, a female singer and then female singers, but no
particular direction from where it comes.
The group is uncomfortable and decide to just walk through the village
and leave quickly, not spending the night.
As they hustle through the village, some party members see
movement out of the corners of their eyes.
But when turning to see what caused the movement, they see nothing, just
empty building and out-of-place boulders.
Morgrym, not liking the situation, takes a grenade and rolls it towards
one of the boulders, but upon touching the boulder, the grenade is flung into
the air and thrown hard into a nearby building where it explodes. Something is definitely wrong with the
boulders. The party hurries on even more
quickly.
Near the southern end of the village, a large townhall is
standing, with a scaffold platform about fifteen feet in front of the building,
likely where someone would get up and make a speech to a crowd. On this scaffold is a stuffy man hanging by
its arms from a cross of wood, a scarecrow not in the field. Around its neck is a pale blue gem pulsing
with an internal glow of power. Morgrym
recognizes this gem as the type he and his brother were tasked with mining
before the mine they were in collapsed and his brother went missing along with
the men who hired them. Morgrym and Io
climb the scaffolding to examine the gem more closely. Reaching for the stone, Io and Morgrym
awaking the scarecrow, but are so fascinated by it that they just stop and
stare. Juliet climbs up and tries to
cover the gem, thinking this is causing the animation of the scarecrow and the
magical fascination on her friends, but the scarecrow then attacks Juliet.
Battle ensues, and while trying to stop the scarecrow, the
“boulders” around the village begin to turn back into villagers and strange
inhuman creatures called Urdefhan, creatures in the midst of attacking the
villagers. The group quickly put an end
to the battle, even as more villagers and creatures “appear,” including a man
who races to assist and appears to know Robinn.
The Urdefhan, per knowledge which Io has, are a servant race to the
daemons, and try to “explode” with negative energy when close to dying, taking
opponents with them. The Urdefhan in the
village all exploded, but the group and villagers survived.
Upon connecting with the mayor of the town, who now is freed
from a magical effect along with the rest of the villagers (the song was being
sung by members of the church of Sarenrae when the magical effect blanketed the
village), everyone quickly realizes that in some way the scarecrow and the gem
laid a time-delaying effect on the village, which had just begun to be attacked
by the Uderfhan. The scarecrow walked
into the village at the beginning of the attack and walked onto the scaffold. To the villagers, this was moments ago, but
in reality, it was 3 days prior. The gem
seems to be tied in to the effect somehow, although nothing can be completely
confirmed.
The man who knows Robinn is named Trufargus, who knows
Robinn as one of the orphans in Clearwater’s Gate and wonders at him being here
in the company of the adventurers.
Robinn just says that he needs to be with them for now. Trufargus and Juliet have an argument
concerning protecting Robinn. Trufargus
states that he has been hired by a patron in Korvosa to investigate rumors of
strange happenings in local villages close to the city. He is tasked to bring this information back
soon, and is going to continue the investigation for a little while before
heading back to Korvosa.
The mayor also points out that a small group of unsavory
folks, 2 humans and a dwarf who seemed to be under stress from the 2 men, had
come through the village earlier, right before the magical effect took
place. They were heading towards
Korvosa. Morgrym believes this is his
brother in captivity with the former employers of the mine, and angrily insists
upon going after them now, with or without help or the rest of the group. Once pointed out that 3 days have passed, he
calms down enough to wait for the rest of the group.
Trufargus points out to the mayor that the village was
rescued by the adventurers, and in thanks, the mayor offers each party member a
magical or mundane gift up to a certain amount in price. Aean is also able to have the local priest
cure him of his lingering disease from the summoned creatures by the lake. They party gratefully chooses their rewards,
and then set off again for Korvosa.
As they continue their journey to Korvosa, it begins to
snow. Winter has arrived. It takes two days to reach the next village, Wilheim
Lodge. However, a
couple of miles outside the logging community, the way is blocked by soldiers
from Korvosa, who insist the village is quarantined and the group must find its
own way around the village as no one is allowed access into or through. They can return the way they came and take a
western road a couple of miles back to get around the village easily.
The adventurers back track a ways and make camp. Io, Morgrym and Quaithe decide to sneak into
the village to see what this “quarantine” is about while the rest stay behind
with the body of Delix. When they sneak
down into the village, the 3 see the village butted up against a rocky Cliffside
and hill. There is a 30 foot tall bore
in the hill, closed up with a rock stopper/ gate of some type. Before this gate, many soldiers are
collected, as well as arcane and divine spellcasters who are using incredibly
powerful abjuration magic in connection with each other. As the group watches, some of the
spellcasters pass out, and the stopper cracks open on one side slightly. The adventurers see daemons and uderfhan
escaping and attacking the people in front of the gate. The spellcasters quickly get the stopper
closed up again, but some of the creatures have escaped into the surrounding
forests, including some towards the party’s campsite!
The 3 race back to the others, who are being attacked by
Cacodaemons and Uderfhan. Io, who has
magically accelerated his pace, arrives to help first, assisting Juliet and
Aean who are already deep in combat.
Quaithe arrives next, followed by Morgrym. The party dispatches most of the creatures,
with one Cacodaemon escaping, and while examining the bodies of the Uderfhan,
who were not able to “explode” this time around, find amulets around their
necks almost like holy symbols, with the strange rune from the lakeside etched
into them: the eye with 5 tendrils
coming out from it.
The session ends.
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