dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Through a driving rain, though shielded by a faerie enchantment, the group continued down the road away from the faerie pond, seeing no one and nothing for hours on the road. It wasn't until nearly dinnertime when the Green Knight, tired from hours of riding, failed to see the dionaea that had taken root on a mushroom tree until it descended from above and snatched him off his horse.

Amos drew his bow and Shining Star dismounted as the dionaea lifted the Green Knight into the air. Elaphe leapt and struck it with his dagger, wounding it, as Amos also shot a flaming arrow that failed to kindle in the rain but wounded the carnivorous plant. As Shining Star drew her bow and Bonnie sent her iron jaws familiar to attack, Elaphe leapt again, severing the dionaea's stalk and sending its body crashing to the ground. The Green Knight stood up uninjured, his armor having protected him from the dionaea's grinding jaws, and after Bonnie took some samples of dionaea sap for her alchemy, they continued on the road.

They rode for two days. At sundown on the first day the serpent of shadow and flame finally winked out for the last time, but they were positive now that their quarry was in the village of Greenwall. They passed some bedraggled-looking amanita heading west on the road who gave them a wide berth, and after sundown on the second day, tired, saddle-sore, and sick of riding, they entered the gates of Greenwall.

The village was surrounded by a thornwall to keep out the walking trees and other animated plants, with a patch of bare earth a dozen yards wide on the inside so that any dangerous plants that took root would be easily spotted. Inside that were fields, again with patches of bare earth between them so that a contaminated field could be purged and with bakeccha tending the ripened grain visible only to Amos's eyes, and inside all that was the actual village of Greenwall. The streets were a little empty, and most villagers scurried on without looking more than once at the party as they rode. There was a subdued note in the air, but nothing obviously strange or wrong. They thought about asking the villagers for some news, but decided against it:
Me: "What are your Socialize skills?"
"One." "One." "I don't have it." "Me either." "One."
Amos's player: "Wow, we're just a bunch of wandering psychopaths!"
As they entered the square at the center of town and spotted a tea house with the sign of the green wall, Amos saw a giant spider, almost half-again as wide as he was tall, with twisted limbs and mottled yellow and black coloring, perched on the roof of a building. As soon as it realized that Amos could see it, it scurried back out of sight...and Amos, who was used to seeing things no one else could see, didn't think it was worth mentioning.

The tea house was filled with mycon, amanita, and mandragora drinking and talking. A female mandragora with hair the bright orange of autumn leaves worked behind the bar, and in the corner were four people that immediately stood out. A raptok, a mandragora, and two amanita, quietly talking amongst themselves.

The party arranged for a room and once they did, the Green Knight and Shining Star, tired from the road, went up and went to sleep after prayers to their perspective deities. The others went down the common room and drank mushroom beer. Bonnie chatted to the bartender, who answered halfheartedly and without actually saying much, and then goes back to Elaphe, who's listening in to the murderers' conversation.

After only a few moments, he learns that they're here in the city to kill Kurome.

They also mention that they want to head out that evening and look for "evidence of corruption," and so once they leave to do that, Amos and Elaphe follow them, Elaphe using a bit of hedge magic to make him harder to spot. The others do not spot them, and they follow for about an hour as the others search through the town square, stopping every few moment as one of the amanita looks around, and eventually make their way back to the tea house. They also notice a pipe in the town square, with a scaffolding built around it leading up to the top.

As they're watching, Amos describes the spider he saw to Elaphe, and Elaphe recognizes it as an anuhles, a demonic assassin that delights in poison.

Back in the tea house Elaphe heads upstairs when the others do, marking which room they enter, and weighs sending his bob-omb after them in their sleep. He eventually decides against it because he's not sure how protected they would be in their own room and because he'd have to retrieve the bob-omb's parts from the wreckage, and goes to sleep. In the common room, a mycon comes up to Amos as he's drinking mushroom beer and asks him where he's from in accented Muskalan. Bonnie translates and answers, telling the mycon that he's a "hyoo-man" from "The Kingdom of Tennaysee." The mycon asks where that is, and when Bonnie tells him it's from beyond the pipes, they make a sign with their left hand and quickly exit the conversation. Bonnie follows to their table and makes some conversation with the people there, but doesn't get much further than asking names--Cloud, Early Rain, White Axe, and Winter Frost--before she realizes that maybe it's not a good idea to be more conspicuous than she already has been and then she goes to bed. In the room, she asks Summer Rain if she knows exactly who murdered her, but the ghost doesn't reply. Bonnie only receives a sense of rage and helplessness from the shield the ghost is possessing, and she eventually gives up and goes to sleep.

In the morning at breakfast, Elaphe and Amos fill the Green Knight and Shining Star in on what they've heard. The murderers are not there, and so the party discusses what to do. Them killing Kurome and Summer Rain's lack of answers throw a bit of a wrench into their plans, but after some discussion, they decide to stay in the town for a few days and see if the murderers are actually murderers and how their attempt to kill Kurome goes.

Also, Bonnie asks around about the pipe in the town square and learns that it leads to just outside the Scarlet City.


And that's where we ended! Combat took up a bit of time and there was a lot of discussion over what exactly to do now that the party finally found the people they've been tracking for half the game. Especially since these people have a mission that over half the party (Shining Star, Amos, and the Green Knight) would be happy to see succeed and Summer Rain isn't being entirely clear about how she was killed. Are these the murderers? The ghost certainly thinks so.
"I haven't come this far to not kill somebody."
-Amos's player
Now I have to come up with a map of Greenwall and some key personalities in the town, since they might be here for a while. It'll be like the old test game I ran all in that one village!
dorchadas: (Great Old Ones)
Dramatis Personae
  • Andres of Troyes, Frankish Knight
  • Brother David, Cistercian monk
  • Eloise of Flanders, Handmaiden to the Countess and spy
  • Gilles de la Grave, Frankish Knight
  • Renault of Flanders, Frankish Knight
12 April, 1204

In service to Count Baldwin of France, the separate knights and monk assaulted the walls of Constantinople during the Fourth Crusade. After the city was breached and their share of looting had been done, they were all summoned to the count's presence. He met them in a small room with only his brother present and laid out a secret task for them.

The count believed that the rioting in the city was evidence of a malign force present, and says that his orders to turn over the loot to the lords for distribution and not unduly harass the Byzantines have both been almost completely ignored. He blames this on a cabal of Venetians--the other major group along with the French who were on the Fourth Crusade--who seek some bizarre statue and who worship an unknown pagan deity. He bade the group seek out this cabal and destroy it, and added that there were also rumors of a monster somewhere in the city preying on the crusaders and that if the group saw it, they were to kill it. Sending the group away, he told them to head to the northern basilica, where his men are holding a Venetian priest who was rescued from the cabal, and to speak to Brother Merovac the Leper, currently on board a leper ship in the harbor, and then swore them to secrecy.

Requisitioning horses for those who did not have them (i.e. Eloise), and began their ride through the city to the north, past scenes of wanton looting. At one checkpoint set up by the French, a Greek man and his teenage son were arguing with the knights, who started to arrest them as the group rides up. Eloise and Andres intervened, with Andres questioning the knights while Eloise, who speaks Greek, asking the Greeks what they were doing. They said they were trying to leave the city, and the knights said that their orders are for everyone to remain within. Eloise asked the Greeks to be patient for a couple more days, and they agreed and left. The knights did not arrest them, and they passed on.

Near a cistern entrance, Eloise spotted a French knight being dragged down the stairs and attacked by unknown assailants, and the knights and Brother David sprang into action to save him only to learn that it was a Varangian in disguise and his four compatriots jumped to attack.

They were not very competent warriors. The only wound suffered by the investigators was a light wound across Brother David's arm, whereas two of the Varangians were killed and the others fled into the depths of the cistern. After making sure that the bodies would not fall into the water and pollute it, they continued on their way.

Just before arriving in the northern basilica, they found a group of drunken knights who claimed to have been attacked by the monster. The group questioned them, but they couldn't agree on whether the monster flew or walked or was large or small, so eventually the investigators moved on.

The knights in the northern basilica were suspicious of the investigators, but Gilles and Andres have enough presence that they eventually convinced them and allowed them in to see the Venetian priest. He was raving about keeping "them" away and favoring an empty eye socket, and it took some effort by Eloise to calm him down and learn what he had to say. He had been captured by the cabal who were seeking a ritual to use the Devil's Simulare, a statue with powers from Hell itself. The priest described the whip-with-five-tails tattoo he saw on the Venetian who captured him and the location of the ritual, where he had hidden it for safekeeping behind a statue of the Virgin, and that the cabal called itself the Unburdened Flesh. Then he screamed that he could not keep them away any longer, a red eye appeared in his formerly-empty socket, and he said I SEE YOU in a voice that was clearly not his own. Then his head exploded, showering Eloise with sticky goo.

After quickly checking herself to make sure she was not infected or injured, the investigators told the knights to report back to the count, found a place to wash the pus and blood off Eloise--though not before she took a sample of it--and then discussed what to do next. Brother David favored an immediate assault on the church of St. Mocius where the ritual was hidden whereas Eloise thought they should speak to Brother Merovac and tell him what they had learned. The others agreed with Eloise, and so Brother David acquiesced under protest.

They rode to the harbor and, with some difficulty, found a boat willing to take them out to the leper ship. On board were silent lepers shrouded in robes, who directly the investigators below decks when they asked about Brother Merovac. The Brother was almost completely shrouded in robes and greeted them as they entered, then explained what he knew--the Venetian worship a being they call the Skinless One, but they lack true understanding of it. They seek a suit of armor, ceramic in appearance, that can grant its wearer true power, and the ritual the Venetian priest spoke of is what would let them find the armor. He also spoke of a Ramaldi who led the Venetians and that the doge may be part of the cabal as well, or at least sponsoring it, and of a Turkish sorcerer named Sedefkar who must be killed. He offered to perform the ritual, though as he did so he noted that Brother David had the air of a man who was learned in mysticism, and then bid them go with G-d on their quest.

Before sleeping, the investigators went to the Count and reported what they knew. The Count thanked them for their efforts and urged them to destroy the cult with all speed, then they retired for the evening.

In the morning, the investigators assembled and rode toward the church of St. Mocius. On the way, they find a strange sight--a ranting Greek priest, hung by his heels from a balcony, and two French priests with a Venetian prostitute, all extremely drunk, sitting underneath, and three dead knights and four Greeks lying around them. The drunken priests ask the knights for protection, saying that the Greek priest is a wizard and they are waiting for reinforcements, so the investigators wait. After almost half an hour of the drunken priests mentioning the black-cloaked figures skulking around the church of St. Mocius, the prostitute attempting to flirt with Renault of Flanders but falling over instead, and the Greek priest ranting about how he is a wizard who summoned the dragon from the waters to destroy the French and Venetians, the group got tired of waiting. After some debate about what to do, they cut down the Greek priest, executed him for the crime of witchcraft, and sent the others on their way.

As the game ended, the investigators rode over the hill toward the church and tightened their grip on their weapons.


Combat!

[livejournal.com profile] mutantur deliberately allocated the characters such that Demir's player was playing Eloise, while everyone else who is basically useless in combat in the main timeline was playing knights and the monk. It was an interesting reversal to have combat begin and just charge straight in, weapon held high, as well not always have to worry about the authorities and how we were going to explain ourselves. We did extremely well in combat too, which certainly helped. However skilled the Varangians were, their performance didn't show it.

There should be one more session of this, though you never know with our group. We have to stop the cabal and kill Sedefkar, and while that seems pretty quick, who knows what with combat being required. And our last interlude took about twice as long as expected...
dorchadas: (Great Old Ones)
Dramatis Personae
  • Demir Sadik, Turkish Revolutionary/Field Medic
  • Gianni Abbadelli, Italian Vatican Parapsychologist
  • Luc Durand, French Professor of Linguistics
  • Rosaline St. Clair, American Antiquities Dealer
  • Valentina Durnovo, Russian Countess/Gentlewoman
The hotel staff were surprisingly surly and the papers were uninformative, with the exception of some notes about unrest overnight. When the investigators left the hotel to try to find the Palazzo Rezzoniani, they saw that the water in the canals was black and stank like something was rotting in it.

As they left the hotel, Maria Stagliani's maid breathlessly ran up and handed them a note, saying that her mistress was being held captive in her own home by Alberto Rossini, who planned to marry her against her will, and she begged the party's aid in rescuing her and her mistress. They instantly agreed and told the maid to hurry back before she raised suspicions, since she had slipped out under the pretext of an appointment, and when she left, Demir immediately suggested that they kill all the fascists and hurl their bodies into the canal.

The note is from Maria and asks that the party contact Giorgio, so that's what the investigators did. He was at the bar where he usually hung out with some fresh bruises and scrapes on his face, and when asked, he said that the fascists came on him the previous night but he led them on a merry chase and managed to escape. When told what had happened to Maria, he leapt up and seemed ready to storm the Stagliani estate immediately, but the investigators managed to convince him to round up some of his student friends so that together they could take the fight to the fascist scum. Giorgio said that he would need until that evening to gather them, and the professor suggested they meet back at the cafe then.

The other people at the cafe didn't know exactly where the Palazzo Rezzoniani was, but they did know the general neighborhood, and when the investigators arrived at the neighborhood they were able to get directions to the Palazzo. The building had great doors with winged lion motifs carved on the canal side and a sign advertising tours, and when the party followed that sign, they found the house of the caretaker Nonno Fideli, who indeed offered to let them into the palazzo but explained that while he would be happy to answer questions, the tour was self-guided. He told the party that they were free to enter any area that wasn't unlocked and to ask him if they had any questions and then opened the door.

The clocktower was one of those locked doors, and after Gianni's lockpicks failed to open it, Demir set his shoulder to the door as the professor went to speak to Fideli and ask him about the magnificent door carving of the winged lion. The inside of the clocktower was dim, but Demir fought down the nervousness he now felt in dark places and turned on his torch, quickly ascending the flights of stairs and breaking open the lock on the trapdoor and entering the clocktower with the statues.

There were eight of them: Death, an angel, a soldier, a Turk, an assassin, a winged lion, a rustic lass, and a rustic lad. Only a few of them had exposed legs, and after a close call when the clockwork started to move at the quarter-hour as soon as Demir crossed the room, he took out a knife and scraped the guilding on the statues' legs, quickly finding that the Turk's leg looked very strange in the torchlight.

While Demir was doing this, the professor, the countess, and Gianni were climbing up the palazzo, trying to find a good vantage point to see the next parade of statues on the clocktower. On the third floor, they found another locked door and Gianni set to it with his picks, but he overbalanced when the picks caught and fell backward into the other two, sending all of them tumbling down the stairs. Bruised and limping, they gave up and descended back to the courtyard.

Demir tried to remove the leg using some tools left behind by workmen, but it was too skillfully attached, and eventually he gave up, picked up a hammer and chisel, and smashed it out. This threw the delicate clockwork out of balance, and the statues began madly whirling about, the weapons in their hands seemingly aimed directly at Demir as he ran across the room toward the trapdoor. He managed to avoid the assassin's sword, but the angel's trumpet caught him a blow on the head, though fortunately not one that seriously injured him, and after that he slipped through the trapdoor and down the stairs. He showed Rosaline the leg and then slipped off to avoid Nonno Fideli, who was growing agitated by the noise coming from above.

The investigators--minus Demir, who smashed a window and slipped out a side away from the main door--went to talk to Nonno Fideli, who asked them where their servant had gone until the countess "swooned," allowing them to slip away under the excuse of getting her medical attention. They then went back to their hotel, where they met up with Demir, applied first aid to their various wounds, made sure that their luggage was stored at the train station, and waited for the evening.

At the bar, Giorgio was waiting for them with a half-dozen of his friends, and he suggested storming the front door, and fighting a grand battle for freedom and glory with the fascists. Demir was not a fan of this plan and instead suggested killing everything and throwing their bodies into the canal, which seemed to unnerve Giorgio a bit. After some deliberation, the investigators decided that Rosaline and the countess would attempt to enter through the front door and see Maria with the goal of throwing a rope down from the balcony and allowing the others to sneak in. This didn't work, partially because neither of the two women spoke Italian, and partially because the fascists guarding the door were not interested in allowing anyone in regardless of their excuses. The two made their exit and went around the corner, and the next thing the two fascists saw was a small army of enraged students and Demir running at them.

When the fascists had been beaten and tied up, the group tried the front door, which wasn't locked. There was a dining room to the right from which the sounds of raucous, somewhat-forced laughter were coming. Consulting among themselves, the investigators decided to coat themselves in canal sludge and burst in as though they were vengeful ghosts, the spirit of La Serenissima coming to avenge herself on those who would dare to usurp her ancient glories. And it worked--the fascists ran screaming into the night, and while the countess and professor went to get the escape gondola and make sure that it was ready, Gianni and the students entered the dining room and began to laugh and joke, closing the doors behind them.

Demir and Giorgio rushed up the stairs and quickly overpowered the fascists guarding Maria, and just as Maria and Giorgio were reunited, Alberto Rossini and a priest ascended the stairs as well. Rossini sputtered and demanded to know what was going to, Giorgio yelled, the priest goggled, and Demir snuck around and tried to choke Rossini out. Rossini noticed, but by the Demir was next to him and he managed to overpower the fascist, tie him up, and drag him into a closet after revealing him of his weapons. Since there was already a priest there, and the priest had already been paid, and the threat to Giorgio and Maria would not end without drastic measures...the investigators attended a a wedding, acting as witnesses. Demir then suggested that the happy couple take a honeymoon away from Venice immediately.

On the way back to the hotel, the investigators saw police running to and fro and fires burning in the distance, but they were not directly accosted, and they made it back to their hotel and went to sleep, awakening very early to catch the train. At breakfast, the hotel staff urged them to leave Venice and seemed relieved that they were planning on doing just that. There were no newspapers available and no one knew why.

Leaving was uneventful, though the investigators met Giorgio and Maria at the train station. They were going east toward Milan, and the group bid them good luck and happiness and then boarded the Orient Express. As they settled in and met in the lounge, the professor pulled out The Devil's Simulare and, translating the Latin for the benefit of his companions, he began reading the story of a group of Frankish knights in Constantinople in 1204--the year of the Fourth Crusade.


It is a truth universally acknowledged that if automata show up in an RPG scenario they will come to life and try to kill the PCs. Emoji Awesomeface Cylon Also Cthulhu Dark Ages! Emoji cheering I am excite!

Demir's player mentioned that we had been a bit too cautious throughout the adventure so far and that maybe a bit more vim and vigor would be appropriate, and [livejournal.com profile] mutantur agreed. [livejournal.com profile] mutantur did not necessarily agree that the right approach to solving Maria and Giorgio's difficulties was to murder everyone and hurl their bodies into the canals, pointing out that it went against the somewhat light-hearted romantic comedy tone of the scenario. And in the end, we were decisive and no one had to be hurled into the canal, and hopefully Maria and Giorgio aren't murdered by a vengeful Rossini after the fascists seize power.

Still, we did better than the Yog-Sothoth.com version of HotOE. There, the PCs decided that Maria should be happy to marry a man of Rossini's social standing and power, and when they heard she was being held they ignored it, stole the leg, and skipped town under cover of night. So we may be indecisive sometimes, but at least we don't make bad decisions!
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Woken up early by the river dragon and under a cloudy sky with a steady rain, the group decided to set out early rather than try to get more sleep, so they saddled their mounts, ate a quick breakfast, and set out on the road. They spent hours on the road with sparse mushroom trees on either side, seeing no one, though Amos did see a few camome dancing among the rainclouds. The Green Knight does pause and use his sorcery to contact a tree and ask it if it saw their quarry pass by, and it confirms that it saw them "recently," but is unable to provide further details and the party moved on. It wasn't until almost lunch that they saw two amanita on horses heavily laden with baggage, riding slowly through the rain.

Bonnie hailed them as they drew near and asked them where they were going. With much glancing at each other, the amanita explained that they came from Greenwall, the village in the middle of the mushroom forest that the hollow one's serpent of smoke and fire seems to be directing the party toward, and left because a kappa warlock arrived and corrupted the town council to his will. Shining Star perked up at that and asked if the warlock has any distinguishing marks, and the amanita said that he was missing an eye--as is Kurome, one of the Dragon Emperor's former generals, since disgraced and fled into exile. They added that they hadn't seen him up close, since they had avoided him as much as they could and got out of town as quickly as possible.

This starts a brief argument among the group over way to do. Shining Star has heard of Kurome and pointed out that he's a former general of the Dragon Empire, not some two-bit hedge cultist. Bonnie was a bit star-struck by the knowledge she could gain from a master warlock, but kept it under wraps in the face of Shining Star's vehemence. Shining Star wavered, but Nyahré's dictates to destroy the unholy win out over her caution against facing a warlock, and the group decided to continue on to the village.

The amanita also confirmed that they saw Summer Rain's murderers staying at a tea house near the western gate, but didn't speak to them. With no further information, the party bids the amanita fairwell and Elaphe spurs his claw strider to a trot.

As they rode down the road and the mushroom forest gets less and less sparse, Amos noticed that there were many more forest spirits watching them silently, and when he mentioned this, Bonnie stopped and brewed up a dose of spirit-flower tea for her and Shining Star. Both of them drank the hallucinogenic tea and their vision swirled with colors, but also revealed the shapes of fushigibana perched on the caps of mushroom trees, watching with them brilliant green eyes. The Green Knight consulted the voices of the forest and received a strong sense that the spirits wanted him in Greenwall to confront the warlock.

Just around a bend in the road were several vines hanging from the caps of the mushroom trees that Elaphe managed to see in time and rear his claw strider to avoid. The rest of the group followed his example, and the Green Knight grabbed a stick and threw it at one of the vines, which wrapped around it and whipped up into the forest canopy. When it didn't immediately come back down, the party started throwing more things, including Elaphe hurling his bob-omb, which sadly went wide and exploded harmlessly in the road. Eventually they were able to trigger enough of the stranglevines that they cleared a path for them to take that won't pass too close to any of them, and Elaphe led them through in single file.

Close to dinnertime they found a path leading north off the road that had been deliberately obscured, but merely marked it on their map and continued going. They settled in for the night at a somewhat secluded campsite under a cluster of mushroom trees, the rain having not let up for the entire day, and went to sleep.

That night, Shining Star prayed for guidance, but felt no answer from Nyahré.

Close to morning on Shining Star's watch, she heard the distant crashing sound that every child in Agarica has drilled into them from childhood--a walking tree. She woke the Green Knight and asked his opinion. The Green Knight said that walking trees do not hunt by sight or sound, and as long as they remain in their camp and do not bleed they should be safe, but he opened himself to the voices of the forest to be sure. He received a strong message to stay where they were, and conveyed it to Shining Star before he went back to sleep.

The next morning it was raining even harder than it previous day, something the party hadn't thought possible, but without any option than to go forward they saddled their mounts, ate some cold rations, and set out on the road. They were soaked almost the instant they left the cover of the mushroom trees.

Around mid-morning, Amos's attention was caught by a small pond on the side of the road that sparkled alluringly. Bonnie took a sample of the water and drank it, and it was some of the most refreshing water she had ever tasted. As she drank, she heard the faint sound of musical laughter. A few winged motes of light appeared, dancing over the water, and they whirled round and round until they coalesced into a woman in diaphanous garments with flowing hair and great wings beating in the air behind her. A great faerie!

Shining Star took the lead her as the faerie asked them if they were willing to stay a while and listen. The faerie waved a hand and the rain stopped a few inches above their heads, as a sign of her good will, but Shining Star said that they were on a quest that could not be delayed, but when it was finished they would come back to her. The faerie asked if she promised, and Shining Star did not do so, but she did offer up a ring with the seal of Nyahré as sureity. The faerie took it and spun it around her fingers, and it vanished in a flash of light. And moments later the faerie did as well, falling apart into winged motes and leaving soft laughter ringing in the party's ears.

As they moved back onto the road, the party noticed that the rain was still stopping above their heads, and gratefully they continued eastward.


Somewhat shorter session this time, but we still managed to fit some stuff in! This is all from random tables and provided a bunch of hooks that they'll get to...later. Elaphe's player pointed out that there's a good half-dozen things the party can investigate when they've finished their current goal, though who knows in what condition some of them will be in by the time they get back there.

This is the first session where I really started to keep track of time with the aid of an in-game calendar. I consulted the players about how esoteric they wanted the calendar to be and the answer was "not," so it has the standard seven-day weeks and twelve months. I changed the names with some inspiration from Japanese naming, though, so in-game we ended on Fireday, the ninth day of the Month of Falling Leaves. The 15th and 30th of each month (Silverday and Spiritday) aren't part of a week, but otherwise it's easily trackable. I even populated it with weather and celestial events like moon phases and comets, so I don't have to roll for any of that and can plan for it in-game! It allows some events that I couldn't otherwise track or would have to leave up to randomness, like other groups' plans being based around certain days or certain astronomical events. I did that in my WFRP game where there's a detailed calendar as well, and I like how it worked out.
dorchadas: (Great Old Ones)
Dramatis Personae
  • Demir Sadik, Turkish Revolutionary/Field Medic
  • Gianni Abbadelli, Italian Vatican Parapsychologist
  • Luc Durand, French Professor of Linguistics
  • Rosaline St. Clair, American Antiquities Dealer
  • Valentina Durnovo, Russian Countess/Gentlewoman
Over breakfast the next morning, the investigators checked the paper for news of the previous night's murder. There was a small item without much information--a woman's fiance had been found impaled on an iron spike in a certain district, and the police had detained the woman for questioning. The group decided that it might be a good idea to check it out...later.

A messenger delivered an invitation at breakfast to the funeral of Maria Stagliani's father, as well as offering her thanks for the group's companionship so far and inviting them to visit her at her home. The professor took out some stationary and wrote a quick note accepting her invitation and had to sent immediately. The messenger also noticed the seal on the letter they had found San Marco Basilica and asked what business they had with the Gremanci family, noted dollmakers and creators of wondrous automata. The group asked the front desk where the Gremanci's shop was, and, finding that they no longer had one, where the workshop was as well as the best place to buy a doll. The clerk said he would find out the information after the professor slipped him a large tip, and then the investigators began their day.

First, they went to the naval engineering school that now occupied the convent attached to the former Church of San Marie Celeste seeking the Devil's Simulare. The secretary at the front disinterestedly waved them toward the library, and when the professor asked the library what had happened to the manuscripts kept at the church, the librarian told a tale of a line of nuns saving as much as they could from the fire and that he was sure that the results of their courage were all now at the Biblioteca Marciana. The professor asked leave to look around the library, which the librarian happily granted. There were no ancient manuscripts there, secret and abhorred or otherwise, but there was a book on carpentry that Demir borrowed in the hope of determining how to build secret compartments in luggage, a task at which he had previously been unsuccessful.

While Demir studied, the others went to the doll shop. The professor commissioned a doll for his daughter and the countess and Rosaline both bought dolls as well, and the group asked the location of the Gremanci's workshop but the shop clerk did not know. Then it was off to lunch, where they met up with Demir again and resolved to go to the police station near where the murder had occurred.

Gianni took the lead when they arrived, saying he had heard that there were some strange circumstances around the killing and the church was investigating. The police were very brusque, but the investigators were eventually able to speak with a detective who told them that there were no buildings around so the unfortunate man couldn't have fallen. He was thrown high enough to be impaled on impact, and furthermore, the body was drained of blood and there was no blood at the scene. Gianni managed to get them five minutes with the woman, but she was unresponsive and a quick interview determined that it would take hours by a trained alienist to learn anything from her. With nothing further to be learned, the group left for the Biblioteca Marciana.
Gianni's player: "Maybe it's an automaton? The corpse?"
[livejournal.com profile] mutantur: "I'm sure the police would have noticed."
Gianni's player: "A meat automaton."
Me: "Or the killer was an automaton!"
Gianni's player: "A vampire meat automaton."
Me: "I think I listened to that band in high school."
On the way, they noticed that the canals had risen strangely and the water was foul and sludge-like.

Asking directly for the Church of San Marie Celeste had better results than their previous unaided browsing, and the librarian brought them a sheaf of unsorted papers that Gianni looked through. He quickly found the Devil's Simulare as an unbound manuscript, and Rosaline worked her magic to get it out of the library. She borrowed the professor's briefcase and sat down, and then shuffled papers around until all of the Devil's Simulare just happened to end up in the briefcase, snapped it shut, and handed it back. The manuscript was in Latin, and while the professor spoke fluent Latin (seriously, he has Latin 75%), it would still take some hours to look through and he determined to save it for a later time.

After they left, the investigators decided that there wasn't enough time to visit the Gremanci workshop and still eat dinner and make their invitation to the Stagliani household, so they went back to the hotel and variously read or napped until dinner, and after dinner went on to Maria's father's estate. Maria was somber and distracted for obvious reasons, and after the short visit the investigators left and went back to their hotel, where everyone was abuzz with news that the statues at the San Marco Basilica had wept blood during evening mass. Gianni was very interested in this news, but a quick look around couldn't find anyone who had actually seen it, just people who had heard it from someone who was there, but never a real name. With nothing else to show for it, the group went back to the hotel and went to sleep.

The next morning at breakfast they saw in the paper that there had been another murder, this time of a gondolier who was torn to bits. The paper even referred to his lack of blood, and when the waiter noticed them reading the article he told them that his brother-in-law had seen Death himself poling a gondola in the canals. So the first thing the group did was go talk to the brother-in-law, but neither Gianni or Demir could get much out of him other than that it totally happened and also they were very drunk at the time.

The professor did not mention to the others his suspicions about the grisly murders which were seemingly following them across the continent.

Then it was time for Signore Stagliani's funeral, which took place on a small island in one of the canals, and featured many strange knocking sounds from the coffin. This was followed by a reception at the Stagliani's house with Giorgio and Rossini glaring at each other the whole time. The investigators and Giorgio left early to avoid any further trouble, but on the way back, Gianni noticed that the gondolier was very nervous and the countess realized that he was poling them directly away from their hotel. The group demanded to know where they were headed, and the gondolier eventually stopped answering, so Demir grabbed the pole. Further questioning revealed that the fascists were looking for them, so Demir pushed the gondolier into the canal and the investigators made their escape. As they moved away, they could see blackshirts lurking in the canal entranceway they had been heading toward.

After lunch at the hotel, the investigators went to the Gremanci workshop. Feeling that they had been too discrete thus far, they showed the elder Gremanci the letter they had found in the San Marco Basilica:
God forgive me, God help me, I had great need of it, so I took it with much trembling and sense of sacrilege. That I, a true Venetian, should violate our most sacred place! Yet surely some needs stand above all others. He was weeping, and begging for help. His statue was broken, and I had no material to repair it, for this cursed war makes everything scarce. I remembered the old story at last. What else could I do? His grandson died on Monte Grappa, alongside my dear Marco, and his figures are the only things that comfort him. God forgive me, God trust that I only seek to do my best.
and the professor explained they were looking for a statue and that a piece had been removed by a Gremanci previously, though he did not reveal why they were looking or that they had already found two pieces previously.

The elder Gremanci seemed very surprised by this and revealed that his father had died five years previously, but that they were welcome to check the heavy leather-bound record books that filled shelf after shelf. With the younger Sebastiano Gremanci's help, they quickly found the information they were looking for, which was maddeningly incomplete. The late Gremanci seemed to have been an indifferent bookkeeper, referring obliquely to a Mr. Rezzoniani and
During the storm, friends tell me, an odd freak of lightning struck the campanile of the Palazzo Rezzoniani. I must go and see my old friends in the clock tower to see if they are all still hale and well.
A clocktower with friends? Statues? Perhaps one that had been missing a leg?

The investigators decided that climbing around a clocktower in the dark would be unwise, and so they accepted a tour of the Gremanci workshop, was was exactly as charming and cute as a tour of any building filled with half-completed dolls would be. Then Demir and Sebastiano, both veterans of the First World War, went out drinking as the others went back to their hotel and settled in for the evening. The professor attempted to translate more of the Sedefkar Scrolls, and heard shouting later in the evening. He looked out the window toward the canal and saw a large fish with human-like hands, splashing about in the befouled waters, but not being a naturalist he turned his attention back to the book and eventually went to sleep.


There's only a bit left of Venice according to [livejournal.com profile] mutantur, but it was just long enough that staying overtime would have been too long. So next up is going to the clocktower (which I had forgotten about until I saw it mentioned in the Gremanci records), then on to the train and reading the Devil's Simulare, which [livejournal.com profile] mutantur has confirmed leads to a Cthulhu Dark Ages side-story.

I'm really excited for that! The 1920s setting is fun, but my favorite Cthulhu games are put into other contexts. One of my favorite Lovecraft stories is The Very Old Folk, about a disaster that befalls a Roman legion, and I've always wanted to run a game of Call of Cthulhu set in the far past (though probably with a different system). Horror on the Silk Road? Horror on the Appian Way? Horror on the Nile?

I was a bit surprised there were no doll-related monsters. Maybe we'll have to fight crazed automata in the clocktower, the assumption of which is exactly why we didn't go there at night. Fighting crazed automata isn't really in anyone's skillset except Demir, though Rosaline is a quick study. We're still in the "old academic" phase of characters, before we have too many deaths and start bringing in the ex-military special forces, criminals, and arms dealers.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Elaphe listened carefully to the rumbling, feeling the earth, but while it did grow closer, it then faded away and didn't seem to be deliberately coming toward the party's campsite.

When dawn finally came, the party awoke, ate a hurried breakfast, and then continued following the fiery serpent, only stopping when Elaphe and his mount nearly fell into a hole as the ground crumbled out from under them. It wasn't a gravecup--the inside of the hole looked like dirt, and though the light didn't reach down that far it seemed like it was part of a larger tunnel complex dug out by some creature. After some brief consideration, they decided to skirt around the tunnels, and carefully picked their way overland to avoid the unstable ground.

The next couple days were almost entirely uneventful other than the steadily more wet weather and Bonnie's miserable experience riding--at the end of each day, she'd fling herself off her mount to the ground with a sizeable Fatigue penalty. All they saw were birds and a few signs of animal life until after noon on the second day, when they entered the mushroom forest.

All forests in Agarica have a few mushroom trees mixed in, but they were now in a true mushroom forest. Vast mushroom trees rising to the sky, their trunks occasionally splitting into multiple caps. A carpet of moss and lichen on the forest floor in red and green and violet. Faintly bioluminescent sporebats floating through the trunks on their own path. The fiery serpent pointed straight through the forest, so that's where they went. And it went well for a couple of hours until Elaphe nearly rode straight into an enormous web strung between the trunks.

He pulled at the reins of his claw strider just in time and looked up to see half-a-dozen enormous spiders rushing down the web toward him. He pulled out his bob-omb and hurled it, and while it blew a giant hole in the web and knocked one of the spiders to the ground, the others escaped and continued their advance.

Elaphe's claw strider snapped at the spider on the ground, who managed to pick itself up and scuttle out of the way, while another one leapt down from above and bit Elaphe in the shoulder. He felt a burning and a brief feeling of nausea wash over him, but it quickly passed as the whole group turned their mounts about and ran. The horses were faster than the spiders, but they could match the claw strider until Amos turned in the saddle with his bow and shot a flaming arrow at the spider in the lead. It was a solid hit, and the spider peeled off and ran, with the others soon following it.

With a moment to breathe, the group dismounted and Shining Star took a look at Elaphe's wound. The poison hadn't taken, but it was bleeding freely and looking red and swollen with signs of infection, so she chanted a few words of hedge magic over it to stop the bleeding and help fight disease. When the swelling didn't seem to go down, Elaphe pulled out a poultice smelling of herbs and sandalwood and rubbed it all over the wound, and then for good measure, took out a vial, uncorked it, and drank it as an enormously spicy scent filled the air. Elaphe coughed, pounded his chest a few time, and then shook his head and waited for the hero's recovery potion to take effect.

The made camp that night and in the morning, they consulted their treasure map. It showed a road leading through the mushroom forest and a town in the depths of the forest along the road. Following the fiery serpent would lead them through the deepest part of the forest where the spirits and wild animals were thickest, but it was pointing almost directly at the town. Its fire was also starting to dim a bit and the smoke was venting slightly from its sides, so they needed to make a decision.

They decided to take the road. They went back west, out of the forest, and turned north, reaching the road in midafternoon. After a brief trip east, they saw between the road and the lake a wooden tower, four stories high, with blue-and-white cloud banners flapping in the breeze. It wasn't any heraldry that Shining Star or the Green Knight had ever heard of. They decided not to check it out, but marked it on their map since they'd be passing back that way, and continued on.

They made camp that night near the lake, trusting the road and the lake at their back to keep away predators, and went to bed. On the third watch, when the Green Knight was awaken, he went to a tree near the water and called on the power of the forest spirits to cast Whisper of the Grasses and asked the tree whether it had seen a raptok, a mandragora, and two amanita passing by on the road. The tree replied that many people passed on the road, but that it had not seen the ones the Greek Knight described. When he asked about the walking dead, the tree had seen those, heading west. The party hadn't seen any in the wilderness, though.

As the Green Knight thanked the tree and turned away, a river dragon lunged out of the water, its teeth snapping on the air and just missing the Green Knight by inches!

Elaphe awoke and scrabbled to his feet as the Green Knight moved away, bowing to honor the predator who had almost got him. As the Green Knight grabbed his lance and made to mount his horse, Elaphe hurled a bob-omb, which exploded on the river dragon without doing much apparent damage. The bob-omb's explosion woke the rest of the group, and when Shining Star chanted the words of the Chains of Searing Light and the river dragon barely even slowed down, they decided to just get on the move early. They quickly broke camp, mounted up, and left while the river dragon turned and went back into the water.


PCs ran from not one, but two fights?! Stop the presses!

It was probably a good tactical call. The giant spiders were pretty fragile but had higher dodge and accuracy, which also describes a large chunk of the party, and a couple members of the party were suffering from fatigue penalties from riding in armor. A fight would have been very risky, with the possibility to swing either way on one or two bad rolls, and with no obvious reward from winning. Unless the spiders had a stash of treasure from others they had eaten, but who knows now? The river dragon would have been bragging rights, like the time that the PCs fought an ox-dragon and won in the last Warlords game I ran. Of course, I learned from that experience and modified thunder lizard stats accordingly. I don't think the PCs could have beaten the river dragon except by pulling back and shooting arrows at it from range, and it probably would have ran back into the water before they killed it.

I'm actually really happy. I see a ton of threads online about GMs running hexcrawls who want to let their players know that the encounters aren't scaled anymore and there will be fights they probably can't win, so don't always fight to the death, but can't figure out how to convey the knowledge because of ingrained player habits. I don't have to worry about that. And that's good, because my random encounter tables are not scaled to level.
dorchadas: (Great Old Ones)
Dramatis Personae
  • Demir Sadik, Turkish Revolutionary/Field Medic
  • Gianni Abbadelli, Italian Vatican Parapsychologist
  • Luc Durand, French Professor of Linguistics
  • Rosaline St. Clair, American Antiquities Dealer
  • Valentina Durnovo, Russian Countess/Gentlewoman
A roar filled the air as the train hurtled on over the ocean toward the Gulf of Nodens. The trainbeasts seemed to gather themselves in a final rush and then leapt--and as they did, the train passengers saw in the distance something flying toward them, and the glinting of red eyes.

As the other passengers make battle preparations, the investigators gather in the baggage car, reasoning that the baggage and padding on the walls will provide sufficient cover for the coming battle. As they made their preparation, they saw ghostly forms arise from the whirling stars and galaxies above and below that made up the Gulf of Nodens, spectral shapes of men in military uniforms riding ghostly steeds. As the night-gaunts that tended the engine left their station to join the fray, the investigators heard Karakov roaring that they had come for him and he needed to get "it" off the train.

The spectral riders closed on the carriage and the investigators took up arms. One of them swung at Gianni, its spectral sword passing through his flesh and leaving a deep chill where it had passed. The countess and Rosaline noticed that the train was slowing down and made their way toward the engine to try to work it. After scrambling up and over the train, they noticed that the fuel behind the car was another trainbeast, with chunks gouged out of it and fed into orifices on the main trainbeast in the front. Steeling themselves, they picked up shovels and set to their work.

Karakov burst into the baggage car and Demir tackled him as a trunk on the other end of the traincar shook wildly. The professor concentrated on the dream, banishing a ghost-rider from existence, as two night-gaunts came close to the train, seemingly willing the investigators to mount them, and the professor and Gianni leapt on...only to spend much of the rest of the battle falling off and forcing the night-gaunts to retrieve them. Half-DEX or Ride, whichever is better, still wasn't much.

While the countess and Rosaline shoveled and Professor Durand and Gianni failed to ride, Demir grappled with Karakov. He contemplated throwing the arms dealer out the window but settled for dreaming the lock of the case open...and causing an endless swarm of bloated trench rats to pour out, biting and clawing all in their path. The rats and ghost-soldiers set on Karakov and Demir, including ghost-cannons on either side of the train, and Demir decided that he was taking the wrong approach and helped Karakov muscle the trunk to the window and out into the void. Karakov refused to release his grip and went with it, laughing happily as he plunged into the Gulf of Nodens, streaming rats behind him. As he vanished into the Gulf, so too did the spectral soldiers, their role in Karakov's guilt no longer relevant.
Me: "I wonder if he sold the gun that killed the archduke?"
Demir's player: "Or told [Princip] where the cafe is."
The train was quiet for a time. The professor and Gianni indicated that the night-gaunts should return them to the train and the investigators made ready for the approach of the sorcerer.

In this moment, the investigators cast their dream-artifacts into the Gulf of Nodens, unburdening themselves of their fears:
  • Demir Sadik: His guilt over the deaths of his comrades in the war.
  • Gianni Abbadelli: His fear of losing his job due to his lack of real faith.
  • Luc Durand: His nihilism after the deaths of his wife and son.
  • Rosaline St. Clair: Her fear of having her lowly origins--and real name--found out.
  • Valentina Durnovo: Her fear of aging and losing her beauty.
As the sorcerer approached on his shantak-bird mount, he glared at the professor with his baleful eyes, but the professor returned his gaze unflinchingly (woo 75 POW!). Guillaume the ghoul, the beings of Ib, and the others on the train attacked the other shantaks as Demir moved through the train cars and came on Max the Scotsman, whose briefcase had come open and where papers were endlessly streaming out of. Demir managed to muscle it out of the window, but the briefcase was chained to the man's wrist, and, pressed for time, Demir curtly said, "This will hurt" and chopped off the man's hand at the elbow.
"He screams in a Scottish accent!"
-[livejournal.com profile] mutantur
As the sorcerer's shantak landed and he dismounted, Madame Bruja appeared, after previously being absent. She was changed--she had burnt-black flesh and iron-grey flowing hair, and as she stared at the sorcerer and laughed and laughed and laughed, she cried "Here it is!" and, laughing maniacally, tore open her ribs, which grossly expanded and revealed a winking red gem glowing with malevolent light. The Lovers' Heart!

Madame Bruja pulled it out and hurled it at the sorcerer, and its light seared his undead flesh. It missed hitting him, however, and fell to the ground, landing near Demir as he climbed a ladder to the train's roof. The professor uselessly tried to dream impediments to the sorcerer, but it was Demir who defeated him--he picked up the Heart, and as his mind flooded with endless hate and his face distorted with rage, he grasped the Heart and strode forward, thrusting it at the sorcerer's face. The sorcerer burst into dust and crumbled, finally dead, the train landed on the other side of the Gulf of Nodens with a thump...

...and the investigators woke up in Venice.

Demir secreted the Lovers' Heart, carried with him out of the Dreamlands, into his luggage, and the investigators gathered for a quick breakfast. They had a lot to research, and so the countess and Professor Durand headed off to the Biblioteca Nazionale Marciana while Giannia and Rosaline went to the San Marco Basilica to look for the Church of San Maria Celeste and the last copy of The Devil's Simulare, noting that the canals were suspiciously oily-looking and strange-smelling. They were not successful in finding anything, and neither was the professor in finding it--while there were references in the libraries of London and Paris, the Biblioteca had no references to The Devil's Simulare at all. Suspiciously few, in fact...

The countess was more successful, finding references to Napolean's army and its disposition of the leg of the statue. After the others arrived in the library after their fruitless search, they set to work, and their combined efforts found the diary of a French officer at the time of Napolean's conquest. The diary mentioned how the officer took a strange statue leg from a man who the locals wanted to try as a witch and buried it under the black flagstone in the San Marco Basilica in the shrine of St Ignacio. So the investigators only had to retrieve it from one of the most famous cathedrals in the world. Easy.

And it actually was pretty easy. While one attempt was ruined by a tourist group, the shrine was out-of-the-way and not well attended, and the group was able to find a moment when no one was around for Demir to pry up the crumbling mortar and pull the flagstone up...but the cavity beneath was empty except for a note with an unknown seal stating that the statue piece had been taken and used to repair another statue, though both parties were left unnamed.

The investigators went to the location of the Church of San Maria Celeste, which burned down centuries ago, and found that it had been turned into a school for mechanical engineering. They consider breaking and entering, but decide to send a letter and arrive in the morning, and head back to the hotel, where they find Giorgio waiting for them.

As they walked along the canals, which were free of the oiliness from before, Giorgio spoke of his despair about Rossini, his love for Maria, and how he was sure that Rossini had her father killed. At this, Demir turned serious, and he asked Giorgio if he knew where Rossini lived. When he had the address, Demir begged leave to speak to his companions and told Giorgio that he would deal with the matter for him. Apart, he made it obvious that he intended to kill Rossini, and Professor Durand urged him to think twice about it, pointing out what had happened to many of those who opposed them in their previous destinations. Demir said he had thought about it and he would do it unless the other investigators urged him not to, and the professor said he should at least see where Rossini lived before they made a decision. The others went back to the hotel and Demir went skulking, and found that Rossini lived in an elaborate apartment and his original plan of arson would be problematic if he didn't want to possibly cause scores of innocent deaths. He headed back as well and everyone else to sleep.

Just before dawn, cries of "Morte! Morte!" echoed through the street, and the investigators looked out into the fog to see a woman running madly through the streets. They couldn't tell where she had come from and she was soon lost in the fog, so they went back to bed and in the morning...well, we'll find that out next game.
Emoji toss hat Ninety-nine SAN. Emoji toss hat

The reward for casting our cares into the Gulf of Nodens, saving the train, and defeating the sorcerer was 1d6 + 1d4 SAN, and that combined was enough to push the professor up to 99 SAN. I started this with 83 SAN, so I've been doing really well. Which is good, because with what happens later on in the campaign, I suspect I'll need it.

I knew that finding the leg in the Basilica couldn't be that easy! Now we have to track down where the leg went and who has it. I expect the murder will prove useful for figuring that out.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
While Onyx the "Void Witch" (as the players called her) bonded Elaphe's claw strider to him, Bonnie haggled over the formulae for two new recipes for the Lesser Path of Alchemy, and the Green Knight communed with the spirits of the forest and learns the remaining first circle spells of the Briarwitches, Amos Burnham wandered the streets of Blueash. The alleyways were packed with refugees, children in tow, chuzan and mycon and amanita all walking around aimlessly or sitting wherever they could find a free space. An occasional patrol of guards with the cow's head of the Kingdom of Fontina on it moved through the crowds.

Amos bumped into someone as walked and apologized in Floral, and when he looked he realized it was a Silent One. The Silent One's body wasstrangely rubbery, and for a moment it felt almost like Amos sunk into it before rebounding back. The Silent One apologized as well, and Amos was drawn into conversation, asking it about the plague of walking dead and how things were in the surrounding villages. The Silent One told him it was down from tower town on business, but that it hadn't realized things were getting this bad, and that it had heard that the king had sent for a group of witchhunters from the Temple of the Holy Flame to deal with the problem. And with all the refugees in the cities and abandoned farms, the crops are rotting in the fields without hands to harvest them and winter will not be kind. Amos listened to all of this and agreed, and then bid farewell to the Silent One and continued on his way. He took the few coins he had on him out of his pocket and gave them to a family of mycon he saw by the side of the road--not much, but enough to pay for a couple days of food--and the mycon profusely thanked him. At least, he assumed that's what they did since Amos doesn't speak Muskalan, but when he walked away, he saw one of the mycon head toward the market and smiled that at least one good deed was done here.

When the rest of the group arrived at the south gate looking for Snow, they found Amos sitting there watching people come in and out of the gate. Elaphe learned that Snow's shift started in an hour (he rolled a 10 on zero dice, bumped up to 1 die with a 10 required. Don't ask a murderhobo assassin to gather information for you...), most of the group waited, Shining Star and Amos discussing moral philosophy, while Bonnie headed back to a plaza they passed with a pipe in the center of it and a scaffolding of stairs leading up to it as well as a sign saying that the pipe has stable transit to B'rabt but there's a toll collected at the other end. Bonnie sees a few people going in and out, and when a chuzan with sandy-brown fur and longer legs than the Muskalan chuzen, she runs over and interrogates her. Through gestures she manages to convince the chuzan, named White Lotus, to tell her about B'rabt in accented Muskalan and talk with her in B'rabti long enough that Bonnie was able to surreptitiously cast the Language-Learning Ritual and imprint the knowledge of B'rabti in her mind. Currently, she has 20 motes of Essence out of 24 committed to maintaining language knowledge. She also revealed her full name when introducing herself--"Bonnibel."

Also, this is the point where we learned that Bonnie's player had written down Muskalan on her sheet as "Ratspeak." Rude. Emoji shaking fist

Speaking to Snow, they learned that the bandits had gone through the south gate, a little over a week ago, and they decided that it wouldn't be prudent to pursue them at night. They rented floor space in the common room of a tea house at grossly inflated prices and settled down for the night, Elaphe considering and then rejecting robbing the other patrons while the Green Knight meditated on the rooftop, and in the morning they set out for Rockfort, the capital of Fontina.

They made good time on the road, passing a lot of refugees and a few farms here and there. At one point they passed a group of amanita merchants bringing bread and food to Rockfort, but decided not to buy anything and kept going. Just after lunchtime, they arrived in Rockfort. True to its name, it's built on a small mesa overlooking a large lake, with dirt ramps leading up to the walls. Unlike Blueash, here the gates were open and the party went in without much incident, though they were unable to ask the guards more than if they're seen the bandits because of the line of refugees waiting. The guards had seen them--they arrived four days ago. But Blueash was only half a day's ride away. What were they doing in that time? Hmm...

Bonnie immediately scoured the streets looking for any sorcerers in residence, and after a relatively short search, she found a familiar shingle that says "Onyx, Disciple of the Abyss." When she looked inside, it was the exact same room, with the exact same tea table in the center, and the exact same curtains on the windows. Bonnie talked with the hollow one for a moment and Onyx seemed surprised until she realized that oh, they came from Rockfort this time. Bonnie asked if the hollow one can track down anyone who is lost, and she replied that she could if she had something more than just "A mandragora, a raptok, and two amanita," so Bonnie went off to find her companions and get the shield that Summer Rain is currently possessing.
Me: "You step across the threshold-"
Elaphe's player: "Deliberate word choice there."
Everyone except Elaphe refused to enter the witch-haunted house, but Bonnie and Elaphe went in with the shield and Bonnie relayed the information from Summer Rain. When it is done, Onyx spins her arms behind her, opening a hole into a void darker than that which lies between the stars. She turns around--Elaphe's player was surprised she turned her back on them--and pulls something out, and a twenty-foot-long serpent of heatless flame and roiling shadows explodes out of the hole in realities and exits through the front door. "Follow it!" Onyx shouts, and Elaphe and Bonnie hasten to do so.

The group all mounts off and gallops through the streets of Rockfort, not encountering much difficulty as the people all scatter out of the way of a party of galloping murderhobos pursuing a flying, sorcerous thing. They ride hard for several hours until Bonnie is nearly falling off her horse and the horses themselves, and Elaphe's claw strider, are panting and obviously exhausted, and then they make camp. As they sleep, the serpent of fire and shadow circles over them in endless loops and spirals, casting the camp into alternate light and dark.

When it's almost morning, on Elaphe's watch, he hears something faint with his keen chuzan hearing and feels the ground rumbling slightly. Something is coming nearer.


Yes, everything in the petty kingdom they're in is named after cheese. One of the players suggested Fontina and I ran with it. This is Emoji Axe Rageserious sword and sorceryEmoji Axe Rage, but it's also based on Mario, which has places like "Vanilla Dome" and "Donut Plains" and "Beanbean Kingdom." A small kingdom with names like cheese is nothing.

I'm a bit surprised that everyone really wants to track down these murderers, but if that's what they're going to do, then that's what the game is about. Elaphe's player mentioned wanting to go through the pipe to B'rabt and change the whole plot, and I replied that the plot is whatever the characters do, so I'd have to scrap some of my notes and work on desert-based random encounters, but it wouldn't derail anything.

I would drop some rumors about the plague of walking dead happening out east, though. And if they treat that as background danger, that'll still be what happens.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
Healed and rested after their battle against the animated dead, the group loaded up their horses and wagon and headed back toward the road under a cloudy sky. Elaphe "scouted ahead," meaning that he went straight to the road and to the nearest farming village, asking if the people there had seen a raptok traveling with a mandragora and two amanita. He didn't get much of an answer other than that they had seen them, but he did notice that a bunch of debris and wagons had been piled up on the southern end of the town across the road and two farmers were standing on top of the wall with bows. After looking around a bit, he headed back to the rest of the group, who were much slower since they were traveling with a wagon.

When the group arrived at the village at dusk just as the rain started, they immediately went to a tea house and paid for rooms on the floor and stabling for their mounts. The common room was filled with villagers, all of which were armed with bows, pitchforks, scythes, and other farming implements, who glanced nervously at them as they entered but soon went back to their talking. After a short meal of travel rations and watching the villagers leave and come back in groups, the group collapsed on the floor and went to sleep, though the Green Knight used a quick incantation to reduce his need for sleep, and so woke up in the middle of the night fully rested.

He left the inn and headed out into the rain, checking the wall at the south of town. Three villagers were lying inside the wall on blankets, dead or nearly-so, and when the Green Knight checked out the other side of the wall he saw almost a score of animated dead, mostly feathered with arrows. Looking over the villagers, he spotted a chuzan who seemed to be in charge, and questioned him. He used the Royal Speech, the mandragora ability to speak directly into others' minds, transcending language, and the chuzan spoke a little Floral, so they were able to communicate. The chuzan told him that the dead come every night, from the south, and that the villagers hadn't disturbed any graves or anything else and had no idea what the source of the problem was. He didn't know much else, and the Green Knight went back to the tea house.

In the morning, the group ate and left the town (having lent no aid whatsoever to the villagers--amoral sword and sorcery protagonists go! Emoji Cute shrug), stopping briefly south of town on the road to look at the pile where the villagers had placed the bodies of the zombies on a pyre in preparation for burning them once the rain let up. Bonnie and Shining Star inspected them from a safe distance, both in case any of them were still moving and because they smelled truly disgusting, and were able to determine that the bodies were relatively recent and probably local. They were mostly wearing peasant homespun, so if a necromancer was raising them, they were doing it nearby. Then they set off to the south.

The party spent the whole day on the road, slowed down by the cart and the road which was little more than a mass of mud with only the faintest effort made at keeping the foliage away from it, occasionally seeing groups of travelers from the south. One group of six farmers, the group stopped to talk to, asking about the raptok, the mandragora, and the two amanita. The farmers told him that people of that description had passed through their village and they had warned them about the walking dead, but the murderers had laughed it off and kept going. The farmers also said they were going to tower town, because it had to be safer than their village.

Bonnie took out the haunted shield and asked Summer Rain, the ghost of the murdered chuzan, if she could tell her anything more about her murderers or about the animated dead, but she didn't have much to say other than being extremely vengeance-focused.

The group saw a kong messenger riding south as fast as he can with the armband of tower town officialdom on his arm. Bonnie called after him first in Chaian, then in Floral, but he didn't show any reaction to either language. Then she tried to ride after him, but lacking any dots in Ride, she lost control of her horse and utterly failed to catch up. The group found her later, her horse eating grass by the side of the road, and later camped on a hill in a copse of trees since the rain had slowed their travel and they didn't make it to a resting house before nightfall.

The night passed uneventfully, and the next day they traveled until around lunch time, when they reached a crossroads and a fortified village with the gates closed. The walls were just a wooden palisade, but they still stood and there were guards above the gates who opened them after a bit of bantering--the exact line was, "If they were walking dead they wouldn't talk back." The group went in, found a tea house under the sign of the drunken bear, and asked around about the murderers they were pursuing. They heard that an older guard named Snow had seen them, and there were some other strange things the townspeople had seen as well. A group of grey-robed monks, possibly members of the August Order of the Threshold, a group who makes a study of death and its boundary with life. Several Veiled Ones from Sarasa, guardians of the peace between the nomadic Sarasan clans, far from their grassland home and also heading south. Something was happening.

Then they set out for the bazaar to sell off their cart, which was only slowing them down, and buy some armor for Bonnie.

Newly outfitted in a thick leather coat, Bonnie, as well as Elaphe, Shining Star, and the Green Knight looked for a hedge witch to perform the bonding rite to link Elaphe's claw strider as a familiar, and they found more than that--a house with a shingle outside that had a black tower in a forest or jungle and below that, Muskalan writing that said, "Onyx, Disciple of the Abyss." They entered and saw a sitting room with a low tea table, a pot of tea on a brazier, and three cups already poured as a mandragora woman beckoned them to sit.

Shining Star looked back to her schooling and remembered hearing about a secretive group of sorcerers in a crater in the far north, in a windowless fortress built around a well said to have no bottom, who made their study of the pipes, the Warp, and other worlds. When asked, Onyx said she could perform the binding ritual, and Elaphe and his raptor settled down on opposite ends of a ritual circle, Onyx lit the incense, and it began. Shining Star, Bonnie, and the Green Knight waited the hours of the ritual--though the Green Knight developed an inconvenient leg cramp from looming too hard--and when it was done and Elaphe felt a new sense of connection to his claw strider, Bonnie immediately asked Onyx about her knowledge of necromancy and the walking dead, but Onyx said that it wasn't her area of study. Undeterred, Bonnie followed up by asking about alchemy and what she could teach, and the two settled down to bargaining, though with Elaphe wondering how long this would take and how much further they were falling behind their quarry.

Meanwhile, during all this, Amos Burham wandered the streets of the city, but since we were coming on time I ended it before we were able to deal with what we found there. Next session will start with that.


Bonnie's player wanted to learn the recipe for ghost rum, but I said that Onyx didn't know it. She does know the recipe for spirit flower tea, which lets those who drink it see immaterial spirits, which is probably something that will come in handy in the future.

This is part of me seeding events in the world that the PCs can react to if they choose. The first one, the election, was less interesting, but here's something in the group's way that's bringing back the unquiet dead. Will they stop it? Will they just try to avoid the zombies? We'll find out!
dorchadas: (Great Old Ones)
Dramatis Personae
  • Demir Sadik, Turkish Revolutionary/Field Medic
  • Gianni Abbadelli, Italian Vatican Parapsychologist
  • Luc Durand, French Professor of Linguistics
  • Rosaline St. Clair, American Antiquities Dealer
  • Valentina Durnovo, Russian Countess/Gentlewoman
Having successfully escaped Milan, the investigators continued on the train toward Venice, their next stop on their way to Constantinople. While most of the group rested, Countess Durnovo and Demir found a woman in mourning clothes in the salon car and went to speak with her. She said her name was Maria Stagliani and that she was returning to Venice after the sudden death of her father, who had slipped while walking along the canals and died of pneumonia he couldn't shake. The countess did her best to be comforting, and around dinner time, the train arrived in Venice and the investigators alighted.

Venice in winter is, well...here's what [livejournal.com profile] mutantur read to us:
"Venice in winter is cold, still, and vaporous. Days of rain, rain, rain, and fog alternate with spells of sunny brilliance, when ice crackles on the fringes of the canals. Nights are tomb-like, the houses wrapped in shrouds of mist, lit only by occasional somber pools of lamplight. You can walk for miles at night and hear nothing but the echo of your own footsteps, the sad slapping of water on a tethered boat, the distant clang of a fog-bell, or the deep boom of a steamer at sea. In Venice, on a foggy winter’s night, it feels like day will never come."
-E.V. Lucas, A Wanderer in Venice, Methuen and Co. April 1914
Awaiting Maria were a group of Blackshirts led by a older man wearing a military uniform, who immediately approached her and began speaking to her, growing increasingly insistent, as Rosaline and Gianni noticed a younger man lurking on the corner of the square and staring intently at Maria. As he started forward toward the Blackshirts, the countess sprang into action, approaching Maria and "reminding" her of the dinner invitation, which Maria gratefully accepted and excused herself from the military man. The younger man broke off and fled into the crowd, and the group began walking Maria home.

On the way home, Maria told them about the older man, Alberto Rossini, who wanted to marry her but who she was disgusted by, and the younger man, Giorgio, who she loves but had neither wealth nor power. A tale as old as time. When she reached her house, a chance remark by one of the group reminded her of her father's death again and sent her into tears and she hurried inside, her maid following her. With nothing else to do, the investigators went back to the train station, picked up their luggage and checked into the Hotel Danieli near the Piazza San Marco, performed a few minor tasks before bed, and went to sleep.

They hadn't slept long before they woke up in the Dreamlands. Emoji cat drugs

While it had been a couple days in the waking world, almost no time seemed to have passed in the Dreamlands since the investigators' last visit. Aphorat was the next stop, and it wasn't too long until the train stopped there and the group departed to look around the pleasant port town. There wasn't much there of interest to non-sailors, though the professor did look for a cafe serving sandwiches (prompting Rosaline's player to comment, "You're so French!") and found a cafe serving...something almost but not quite entirely unlike sandwiches. Rosaline looked into the bazaar and bought a souvenir--a strange brazier that when hung did not swing in entirely the way a brazier should swing. When she tried to pull some francs from her purse to pay, she found strange coins with unknown faces on them, which seemed to change appearance slightly each time she looked at them, and was happy to hand them over to the merchants.
"What is the childhood memory-to-francs exchange rate?"
-Me on the Dreamlands economy
After the short stop, the group got back on the train and continued on their way toward Thalarion, home of the eidolon Lathi.

(There's a Dreamlands map here which doesn't look exactly the same as the one in the Horror on the Orient Express, but is pretty close. We started in Ulthar and then traveled south along the coast and then west)

On the way, they were drawn again into the dispute between the Sarnathi and the beings of Ib. The two sides were planning to present their case to King Kuranes, but wanted to come to some sort of agreement beforehand. The beings of Ib had three demands:
  • The payment of 10,000 rubies and sapphires so they can rebuild Ib.

  • An apology for the original atrocity perpetrated on them by the Sarnathi.

  • The return of the statue of Bokrug the Great Water Lizard, which was used in the ancient and secret rite in detestation of Bokrug by the Sarnathi, and upon the altar which contained it, the high priest Taran-ish had scrawled the mark of DOOM.
The Doom That Came to Sarnath actually mentioned that the statue had vanished and I wondered if that was going to come up, but it never did. The countess handled the negotiations with the Sarnathi and managed to convince them to make the payment of gems by appealing to their reputation for generosity and the apology by pointing out that it would be a excellent opportunity for them to demonstrate their erudition and skill at sarcasm and dissembling. The professor spoke to them after talking to the beings of Ib, who said that the most important point was the return of the statue, but that they weren't that concerned because if the Sarnathi did not agree to their demands, DOOM would befall them. The Sarnathi were not particularly interested in talking to the professor, but by making his argument in Latin he at least got them to listen. They agreed to consider the return of the statue at some point in the future to be negotiated later, which seemed to satisfy both parties. Then the train arrived in Thalarion.

Henri warned the group that he was only stopping here to pick up lost dreamers and that they should under no circumstances leave the train. The station was in a vast, shadowed chamber, and as the gangplanks extended, movement could be seen on the far end. A terrible corpse-apparition, with burning red eyes and twisted limbs, floated up to the train and demanded entry. Henri rebuffed it, saying that it had already ridden and could not board again, but the sorcerer stared into Henri's eyes, ensorcelling him, and floated past him until encounting Demir, who did not look into its eyes but did clothesline it. That seemed sufficient to deter it, and it floated away.

While this was occurring, the countess noticed Madame Bruja watching the undead sorcerer with an expression of unholy glee, though she fled as soon as she noticed she was being watched.

Before Henri could snap out of it and board the train, another shape was visible through the shadows. A flash of white limb, of glittering eyes...

The eidolon Lathi had come.

Most of the group were disturbed but able to maintain their composure, but Rosaline was overcome and madly ran toward Lathi. Heedless of Demir and the professor's attempts to stop her, she broke free with demoniac strength, dodged the tentacle the train sent after her, and vanished into Thalarion just as Henri returned to his senses.

The group related what had happened to Henri, and he seemed very flustered, but assured the group that Rosaline would return and asked them to go to their chambers, which they did--except for the countess, who had gone to speak with Madam Bruja and ask her about the sorcerer. She was not very forthcoming, but she reiterated the sorcerer wanted the heart and she was adamant that he was unable to board the train, at least at this time. When the countess returned to the chamber, Henri brought Rosaline along, who remembered nothing of her flight other than a vague impression of eyes in the shadows.

The train went on toward Zura, another stop where Henri warned them not to debark, as it looks paradisaical from a distance but close-up the charnel stench gives away the true horror that lies beneath the pleasant-seeming facade. Along the way, the group dozed, ate, and those who had failed the first time to create a talisman to cast into the Gulf of Nodens tried again. The professor succeeded (with a 01!), creating a beautiful quill pen and iridescent ink, which he used to write out his regrets and asked Henri to place them around the broken crucifix he had previously used as his talisman.

Here Demir noticed Karakov the arms dealer speaking with the beings of Ib and the Sarnathi, and when speaking with Karakov got nowhere, he tried to physically prevent the man from entering the Sarnathi quarters. They were outraged and summoned Henri, who said that he understood Demir's concerns, but the Sarnathi and Karakov were paying passengers as well and had the right to conduct themselves as they saw fit.

The train stopped in Zura and Henri again tried to prevent a traveler from boarding--a ghoul clutching a tattered ticket. As the group approached, they saw it was Guillaume, who they had met in the catacombs below Paris. The professor asked Henri to let him onboard, saying that they had spoken before and come to no harm, and Henri eventually agreed, though he asked that Guillaume be placed away from the other passengers. As they showed him to his quarters, the professor asked Guillaume about himself. He said he had been born in 1692 and when he was an adult, there was a famine. There had been no food, and, well...now he was "Le goule." The professor asked him if he knew of the Comte Fenalik, and Guillaume said that he did. The Comte gave "us" the remnants of his entertainments, and he had a statue carved of white marble that he used to caress like a lover. Guillaume was convinced that if the statue was taken, the Comte would pursue its thieves to the ends of the earth, even from beyond death. A cheery thought.

At this, the professor remembered the voice that Rosaline and Gianni had heard in the Paris art gallery, and the footsteps that had seemed to be following them in the streets...

The next stop was Aira, spoken of by Iranon in his tales, but which had died when his dreams died. The train stopped here to bury the body of little Blackjack, before continuing on to Sona-Nyl, where King Kuranes and his knights boarded the train. After a fantastic banquet, King Kuranes listened to the beings of Ib and the Sarnathi and ratified their agreement, and then after some confusion, the matter of the murder of Blackjack was addressed. One of the cats that the group hadn't seen before spoke on the criminal's behalf, and King Kuranes eventually ruled that he would be returned to Ulthar to be tried, where they have a remarkable law which is told of by traders in Hatheg and discussed by travellers in Nir, that in Ulthar no man may kill a cat, but they also have a law that provides leniency for those who are under the compulsion of sorcery.

The train stopped in the cloud-city of Serannian and King Kuranes debarked, though not before telling the group that he was impressed with their discernment and if they had need of assistance while in the Dreamlands, they had merely to write to him and seek an audience and he would provide his help. Mac, the man traveling with the briefcase handcuffed to him, also made to disembark, but a few words from Demir convinced him to go all the way to the end of the line. Henri spoke to the group as well, telling them that if they continued they would never be able to return to the Dreamlands Express and asking them if they wished to continue. Demir was hesitant, but the rest of the group was resolute, and so the train pulled away from the station and passed on into the clouds...which took the shape of a skeletal face with blazing red eyes as the train passed into its maw.


Well, it's like Ibn Schacabao said:
Happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes.
We talked a bit about keeping the Dreamlands Express as a refuge for us, but [livejournal.com profile] mutantur pointed out that if we rode it again from the beginning, the other passengers would be different. With that and that Gianni, Rosaline, and the professor were committed to riding to the end, we decided to stay.

There wasn't much here that was difficult, other than [personal profile] schoolpsychnerd's dice failing her when the countess tried to convince the Sarnathi the first time. She's running pretty low on Luck, too (I think she has like 9 points left?). I was worried when Rosaline ran off into Thalarion, but fortunately Henri came through. Though are there any lingering effects? Hmm...

I don't remember anything about Venice at all. We think there's a leg here, because there's always a symbolic effect of the simulacrum and Maria's father slipped into the canal, but we didn't have much time to explore the city. I'm sure we'll learn what's wrong with everything next time, in the daylight.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.

I'm combining these two sessions because each of them had a single main event that dominated the session, though it was a different event for each session.

In the tower town around Etemenanki, the group slept at the inn, again spending the money for a private room (something like 20x as expensive as sleeping in the common room, though they don't have to pay per head for a private room) and in the morning they headed out check the markets. This ended up taking most of the session, and ended up with Elaphe selling the automaton to a Silent One and raptok pair of artificia dealers for a staggering sum of money--three ryō, roughly enough money for a peasant to retire on as long as they're willing to live in a hut and eat gruel for the rest of their life--and then turned around and spent a bunch of it. After some initial contemplation, he turned down the serpentine automaton assassin the dealer was offering, but he did buy an enchanted lockpick which reconfigured its shape based on the lock it was used with.

As soon as he had the money in hand, he headed out to a mount dealer and bought a claw strider with saddle and tack. He plans to bond it as a familiar once he finds a hedge wizard to perform the ritual for him.

Shining Star spent some time studying the materials she had managed to salvage when she fled the Kingdom of Flowers and finally mastered the incantations for the Cloak of Night, which is extra worthwhile because Amos has a crystal that lets him see in the dark.

Bonnie spent some time in a private library in tower town. After paying the entrance fee, she found a few books about Etemenanki--with a fortunately lucky roll, because she had no dots in Investigation--and spent much of the afternoon reading about the tower. She learned that, in megadungeon tradition, it offers great risk and great reward, with barely a fraction of it even explored, much less cleared and made safe. She found a reference to the pidgit-folk and looked up another book, Fading Mist's The Peoples of Agarica, which had a very brief section about the pidgit-folk. Mostly, she learned that there was a cleared route in Etemenanki that led to a balcony where the pidgit-folk would occasionally trade with ground-dwellers, that they lived on the Cloud Kingdoms, that they refused to touch the base earth, and that their sorcerers had command of the winds and storms.

That evening, everyone regathered at the Three Fishes inn and discussed their course of action. They decided not to go into Etemenanki, since it's enormous and not going anywhere, and they do have a treasure map. So they slept and at dawn, they headed out of tower town on the south road. The day's travel was uneventful and they made camp in a small copse of trees. The next day they set out, and around midafternoon Amos saw a sad-looking female chuzan standing over a hastily-patted down mound of earth off the side of the road. No one else saw her.

Unfortunately, Amos doesn't speak Musakalan, and the ghost didn't speak anything else. The group managed to arrange an a system of yes or no questions, where Bonnie would ask the questions in Muskalan and the ghost would nod or shake her head, which Amos would relay. After a while, they learned that in life, the ghost was the daughter of a merchant who had her marriage arranged, but she ran away to become an adventurer. She was on her way to tower town when she was killed by bandits, who included two amanita, a mandragora, and a raptok. She didn't know their names. She did confirm that her two guards also died but had not become wraiths, and the group debated what to do. Swayed by Shining Star, they offered up one of their number for possession, in the passenger rather than overshadow sense, and the ghost instead possessed one of the trow-crafted shields they had taken from the city. Bonnie idly wondered what would satisfy the ghost, and right next to her ear, she heard a hollow voice vehemently whisper, Their blood.

The next day, the group continued south on the road, meeting a few travelers here and there but mostly just making time. They made camp off the road behind a hill, picking Concealment and Sustenance on their Survival roll. During the third watch, near dawn, Amos smelled something rotten on the south wind. The moon was out and the sky was clear, and he could see a group of people moving ("Would you say they are...shambling?" was asked of me) vaguely toward their campsite, though he couldn't tell if the shapes were moving with purpose in their direction. He woke the Green Knight, and the two of them quickly woke the others.

The party debated whether to attack preemptively or not, and finally decided to do so when the Green Knight could handle the vile presence of the walking dead no longer, leaped on his horse, and spurred it toward them, though he did come around in an arc so that the others could approach from another angle. Elaphe grabbed his bob-omb and charged in, following by Shining Star, while Amos picked up his bow and started firing flaming arrows into the group of walking dead. The Green Knight crashed through the horde, somehow missing all of them with his lance and also picking up a passenger as one of the undead grabbed his leg, so he spent several actions trying to get it off. When he rode out of range, Elaphe threw his bob-omb, which did serious damage to many of the walking dead but didn't destroy any of them.

Amos continued to fire as the leading walking corpse got close, then it suddenly lunged for Shining Star, grabbing her arms and making her choke and gasp with the stench (-1 to non-reflexive actions due to nausea from a failed Stamina + Resistance roll). Bonnie sent her iron jaws familiar to save Shining Star while Elaphe got out his knife and the Green Knight finally dislodged his unwelcome passenger and wheeled his horse around, charging back toward the group. As the zombie snapped at Shining Star and she barely got her face out of range, he rode in, leaped off his horse, and tore it to shreds with his wooden claws, knocking Shining Star to the ground and covering her with gore, but leading her uninjured.

Elaphe disemboweled a zombie and another one lunged at Bonnie, grabbing her. Amos picked up his musket and fired it, snapping one of the walking dead nearly in half as Shining Star rose to her feet. The animated corpse holding Bonnie bit her, crunching through the flesh of her shoulder as Bonnie let out a scream. Her iron jaws familiar immediately flew to her defense, though not to much avail.

Shining Star chanted the words to the Chains of Searing Light and bound the zombie attacking Bonnie in solid starlight and flame, rolling four 10s, completely immobilizing it, and dropped it to the ground. Bonnie scuttled away from the battle as Elaphe cut the spinal cord of another of the walking dead and Amos shot one in the head, dropping it to the ground on fire. One of them grabbed the Green Knight, but he tore it apart with his claws before it could bite him, and the group made short work of the remaining walking dead, switching to bow fire to take out the last few who had followed the Green Knight away during his initial charge and only now were staggering back to the battle.

After the battle, Shining Star looked at Bonnie's wounds and was surprised to see that they didn't seem as bad as she thought, though they were bleeding heavily (she lost an additional Health Level from blood loss but managed to score 4 successes on three dice and thus passed the Difficulty 4 Stamina + Resistance roll to avoid wound infection). Her hedge magic wasn't effective, but she used bandages and bound Bonnie's wounds, but not before applying the Malfean Balm (here not powered by demonic energy) into the wound, which made it look a lot better, though turning her fur around it to a shining bronze color.

The group found a new campsite closer to the lake, and this time picked Comfort and Concealment. Elaphe took his claw strider hunting, and they rested for two days while Bonnie's wounds healed.


The combat between a dozen animated corpses, five PCs and one iron jaws took just over an hour, or two run-throughs of this compilation of all versions of Castlevania's "Bloody Tears". That's not bad at all for Exalted combat! Though it did drag a bit at times, but I'm not sure that's even possible to avoid in turn-based combat. At least tick-based timing makes it more unpredictable.

The battle could have gone a lot worse than it did. Bonnie has a Lethal soak of zero, but the zombie did two damage on nine dice. Another zombie missed Shining Star even with her lower Dodge DV and being clinched. No one ever hit Elaphe. Both zombies that grabbed the Green Knight failed to do anything. The Green Knight's horse passed its Valor roll when the walking dead seized it. Bonnie passed her roll to avoid infected wounds in an incredibly statistically-unlikely way (it's usually Difficulty 3, raised for 4 for animated corpses through their Plaguebearer power). Not something the party can always rely on, but I think it helped drive home that combat can be very dangerous. Especially when I mentioned that it would take Bonnie over two weeks to heal before they used the Malfean Balm to turn some of her Lethal damage to Bashing.

I need to add a way for the walking dead to do reflexively Coordinated Attacks if they surround a target. Right now, they're great at clinching but bad at biting (Clinch Accuracy 8, Bite Accuracy 4), so they rely on grabbing people and then biting them, which is thematic. But a group of them isn't dangerous enough, since they would have to take three actions--Coordinate Attack, Clinch, then Bite--to hurt someone. Letting them do it reflexively if there are more of them surrounding a character than that character's Dexterity helps drive home how dangerous it is to get surrounded.

I originally rolled up bandits, but it was 1 point off of the walking dead and I have some plans for things happening in the area the PCs are traveling in. One of the most important parts of a sandbox is that other groups also have plans that they carry on with that the PCs can interact with, or not, so it's not just a game of MOVE TO HEX -> SEARCH -> TREASURE Y/N. The Fairhaven election was one of those--and the election is over now, and one of the candidates won, but the PCs haven't asked in anywhere about it and didn't even check the rumor mill in tower town--and the random animated corpses are another. I've got a couple more schemes up my sleeve, too.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
This session was mainly Dungeons & Dollars, with much of the first part taken up by economic dickering.

The band of murderhobos came into town and set themselves up in a private room at an inn, where Bonnie and Shining Star analyzed the shields using their knowledge of sorcery. They found that the shields weren't enchanted, but that they had been made using sorcery, binding the steel and whatever other material the trow had used to make the reddish-gold metal. They couldn't quite understand its function, but it gave Bonnie an uneasy feeling, like the tingling when a limb has been asleep and is just waking up. Thus confused, they went to sleep.

In the morning, Elaphe took all but one of the swords, one of the spearheads, and two of the shields to sell, after first taking a trow spearhead to a blacksmith and asking them if they knew anything about it. The blacksmith examined the spearhead, tapped it a bit with their claws (they were a mycon), and said that it was trow work, pretty valuable, and seemed very excited that there were more. Elaphe came back with Bonnie and the rest of the loot and got down to haggling, coming out of it with a tidy sum of money that they immediately spent on a riding horse and cart.

Unfortunately, Bonnie rolled very well to sell the trow weapons (6 successes on the Bureaucracy roll, where each success shifts the price 5%), but failed on the horse roll and got swindled. Not to the point of getting passed shoddy goods, but they paid about 10% more than they had to. Still, it let them move the broken automaton onto the cart and head out of town, though not before Bonnie wrote a letter and sent it back west with a runner for the caravan to see if they would be interested in buying a trow automaton, mostly-intact.

The trip down the road toward Etemenanki was mostly uneventful, though Bonnie ran into a group of Chaian kappa from one of the tribes that crossed the Turtleback Mountains into Chai generations ago coming from the tower and, when she heard them speaking in her native tongue, excitedly stopped to talk. She learned that they had left their tribe to see the world as is traditional among their youths, and signed on with a Silent One who had determined he knew a secret route into the tower. He died, crushed by a falling block along with the crystalline cube treasure he found, and several other chuzan mercenaries he brought with him fell victim to pit traps, whirling flame whips, shadow monster, or terrible protean abominations that slithered along channels and absorbed their prey. Two of the kappa had died as well, and the three survivors were making their way back to their tribe. They snapped to attention when Bonnie revealed her rank--as an Auspicious Orator, she's a member of the mandarinate, albeit a low-ranking one--but she waved it off and they parted after a brief time.

That night the forest drew close to the road, and following the Green Knight's urging, they went off the road and made camp in the shadow of the trees. They all went to sleep--even Amos, who could see the fushigibana sitting on the branches and staring down at them--but were awakened by the Green Knight during his watch when he heard a crashing in the distance, a sign that all of them recognized as the tell-tale sound of the walking trees. The Green Knight told them to flee for the road and went off into the woods to find a wild animal to wound, since walking trees are drawn to the scent of blood. He found a deer, but it noticed him just as he snuck up on it and evaded his attack, so with no other recourse he wounded himself and ran. Fortunately, while walking trees are enormously powerful and their tenacity rivals the Terminator, they are not fast and will rarely leave the forests, so he managed to outrun them and make his way back to the group when Amos launched an arrow from his bow which burst into flames and worked as a flare.

The next day was mostly uneventful. There's a mandragora and her entourage that the band of murderhobos ignored, and they camped near the road, which was edged with stone to help keep the forest away. The next day they exited the forest and saw Etemenanki filling the horizon to the southwest and a group of people with armbands with towers on them who asked them if they're going to the tower town and if they know the rules. Elaphe said yes and Bonnie said no, and after a suspicious look the guard told them don't kill, don't steal, don't fight, and it costs one monme to enter the tower paid to the excise office, then they were waved on.

They spent half the day walking down the road, with the tower getting larger and larger, until around sunset, with the whole landscape in shadow because the tower blocked out the sun and several cloud kingdoms visibly orbiting the massive structure, they entered the tower town.

While there's nowhere in Agarica that's racially homogeneous other than the Scarlet City, the tower town was the most eclectic place any of the group had ever seen. There were amanita and mandragora and kong and mycon and kappa and chuzan all rubbing shoulders, a group of raptok goes by chatting in their hissing language, and there was even a kremling in a green robe and his two bodyguards. Amos thought he sees another human, but when he got closer he could see that they had wings. Truly, tower town is an amazing place.

Moving through the streets, Elaphe found the group an inn with the sign of the three fishes and decided they would stay there, and as they entered, I told them there were a few people inside, it was dimly lit in the back but there were larger windows in the front, and then I hit play on Shadow's Theme and mentioned a kong and a raptok drinking tea together in the corner. And we ended there.

This session was mostly dice-driven, with the guards, the walking trees in the forest, and the mandragora and her entourage all spawned from random encounter tables. I will need to come up with something for next game, though, since the murderhobos have a hot tip for a secret portion of Etemenanki. I could probably run the whole rest of the game as a megadungeon set around the tower--an idea I've had before--but that will depend on the party's decisions.
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.

Skipped last session, which was mostly traveling on the road and wandering through the hills, meeting a large cloth and spices caravan that runs between the Scarlet City and Chai and Bonnie getting an address to write to for more information about their travels or if she found anything worth selling, finding shelter from the rain, and Elaphe hurling a bob-omb into a group of bandits(?), and then ended with finding a ruined trow city, prying one of the doors open, and going inside.

Amos can see in the dark due to a permanent crystal he has and Bonnie had a lantern, so the group went in to the first chamber. There were some murals on the back wall with writing that no one could read, though Bonnie copied the text down. While she was writing, Elaphe felt the ground vibrate slightly (though no one else noticed it) and then they went into another room. This room had four waist-high statues of meguroko and a broken stone table, as well as a corridor ending in a solid wall and another door outside the room. Elaphe inspected the statues, but found that they were banded in bronze and not gold, and then the ground vibrated again. This time Amos felt it too.

Elaphe went to inspect the closed-off passage and found that it wasn't a solid wall--there was a small gap between the wall and the ends of the passage. Wondering what this mean, they didn't have to wait very long. The ground rumbled again and the wall began moving, rotating open to reveal a passage further into the ruins, which the group took. The next room was mostly empty, though Shining Star heard a voice whispering I see you. No one else heard it and Amos couldn't see any spirits around, so after a moment they continued on.

The next room was an armory, with shields fallen on the floor and a few sword and mace heads as well as two suits of armor in excellent condition in two of the room's corners. As the Green Knight positioned himself near the armor, Shining Star and Elaphe examined the shields and found that, while the straps had long since rotted off, the metal was some sort of alloy neither of them were familiar with, causing Shining Star to wonder if this is what the stories meant when they said the trow "poisoned the soul of iron." They looked valuable, though, and Elaphe scooped up a few spearheads, causing the "armor" to animate and attack, as the players knew they would.

The battle was short and didn't go well for the automata. None of their attacks did any damage to the Green Knight, and while they had strong armor, they were outnumbered and faced with opponents who had enchanted weaponry. The real end of the battle came when Shining Star's player rolled five 10s while casting Chains of Searing Light and the undamaged automaton only rolled one success to resist, slapping it with 9 CP and instantly immobilizing it. The other automaton fell pretty quickly after that, and the group beheaded the immobilized automaton hoping that it would deactivated it. It did, and they figured they had enough loot, so they rigged up a sled using the shields and a bunch of rope to haul the almost-intact automaton out of the dungeon. As they were doing this, the ground vibrated, and this time, they could tell that they were moving.

There were no enemies waiting for them, though, so they waited for the rings to rotate back into position and left the trow ruins, slowly hauling the automaton through the hills all the way back to the nearest city. They arrived as dusk fell and we ended there.


Well. One of my goals for this was to reduce the legendary rocket tag lethality of Exalted and I certainly seem to have managed it. Five people all attacking one automaton and they took something like 25 ticks to kill it, and they beat the other automaton because of an extremely lucky spell from Shining Star. Heavy armor is now a good defense! That's progress! And heavy armor can be beaten by grappling, which, if nothing else, is historically accurate.

Amos's musket would have been the perfect weapon to do a bunch of damage to an automaton, but he missed his attack. That's partially my fault because I forgot to apply the defense penalty due to being surrounded to the automaton, with which he probably would have hit.

Now the party is planning to take the automaton and shields to the villages around Etemenanki and sell them there. Will they make it slowly dragging an automaton along the road through the forest? Will someone try to steal it? Will they get annoyed and disassemble it for scrap? Stay tuned!
dorchadas: (Great Old Ones)
Dramatis Personae
  • Demir Sadik, Turkish Revolutionary/Field Medic
  • Gianni Abbadelli, Italian Vatican Parapsychologist
  • Luc Durand, French Professor of Linguistics
  • Rosaline St. Clair, American Antiquities Dealer
  • Valentina Durnovo, Russian Countess/Gentlewoman

Due to being sick last game I didn't attend, but I did get a rundown of what happened. The group arrived in Milan, where they found that Caterina Cavallaro was missing and the whole city was under a mysterious malaise because of it. One could say that they were sick at heart. The rooms at the hotel were still available, and the investigators got a tour of the Teatro alla Scala, including backstage. They were sure that the torso of the Sedefkar Simulacrum was there, but they didn't have time or opportunity to search for it. That night, the professor stayed up late reading the Sedefkar scrolls with the aid of an Arabic dictionary while the others went to sleep, and when they awoke, they were on the Dreamlands Express.

The first stop was scenic and picturesque Dylath-Leen, where two groups got on--a group of Sarnathi and a group of beings of Ib, who took up places on opposite ends of the train. The Sarnathi spent time tormenting the beings of Ib, squashing them into walls and talking behind their backs, and generally condescended to everyone within speaking distance. There was also a madman, who the group tried to feed moon wine to to wake up, which went poorly and caused him to be confined in the padded car near the beings of Ib.

After lunch, Rosaline saw something strange in her compartment, opened up a trunk, and found the body of the kitten Blackjack, foully murdered!

Around this time the professor's eyes began to give out and, putting aside the scrolls and the book, he went to sleep and woke up in the Dreamlands, where the rest of the group filled him in. Henri asked them to investigate the murder and offered to accompany them with some of Ulthar's cats, who were obviously interested in determining the culprit. Before they left the room, the discovered strange claw marks near the window, as though something had climbed from outside the train. Strange, since the tentacled monstrosities that bore the train along should be able to protect against such a thing...

Demir unfortunately had been contaminated by peeling a being of Ib off the wall (and OOC his player was absent), so he retired to the bath house while Professor Durand, Gianni, and Rosaline went to question the beings of Ib and the Countess went to question the Sarnathi. This didn't really get anywhere--both of them were convinced the other one had did it because of their inherent duplicity, savagery, and vile nature, etc. The being of Ib squashed near the investigator's compartment door hadn't seen anything and the Sarnathi really didn't care that much. The madman merely babbled without ever providing a straight answer and the cats had seen Blackjack before lunch, but pointed out that Blackjack was a curious kitten who loved humans and so went wandering off frequently. As such, the investigators decide to question the travelers individually.

First they went to Karakov, who was seen leaving lunch with an injured hand. At first he stuck to his story, but with further questioning he admitted that he had been spooked by the sound of the guns (none of the investigators could hear them) and returned to his room for the saber he keeps under his bed. In his haste, he grabbed it by the blade, and cut himself. His injuries matched the wound, but when the cats sniffed the blade, they determined that the blood there was not human...

Second was Madame Bruja, who I'm pretty sure at this point is [REDACTED]--which if true is good, because the [REDACTED] in [REDACTED] never made any sense in a Lovecraftian context--and Gianni and Professor Durand waited outside while Countess Durnovo and Rosaline questioned her. She was convinced that her mysterious enemy had sent a proxy onto the train to work against her and that it must be his work, but other than that her answers were all spite and old feuds and didn't actually provide any answers. The cats indicate that she smelled of old loss and bitterness and death, though they discretely waited until the Countess and Rosaline left the room before mentioning it.

Third was Monsieur M--he had a name, but none of us ever remembered how to pronounce it--where a series of revelations gave him away. The 58-year-old eagle eyes of the professor noticed a series of claw marks near the room's window, and though Monsieur M said he hadn't seen anyone coming or going, the professor also noticed that the rugs he was sitting on were strangely crumpled. Monsieur M moved when requested, and there was a small spot of blood on the rug underneath. The cats sniffled it and meowed at Henri, who exclaimed that it was cat blood, causing Monsieur M to transform into a hideous crustacean monster! It did not attack, though. It simply retreated to the other end of the room. When questioned it admitted to killing Blackjack, but seemed unable to answer any other questions.

Henri wanted it thrown from the train immediately, but the professor talked him down, reasoning that if they could not get any other answers they would never know the circumstances of the crime. Henri assembled all the passengers in the dining car, and the professor explained the crime and that Monsieur M would be confined in the padded car until a further solution would be reached. Henri suggested that either he could be extradited to Ulthar to be tried under Ulthar law--where, if you may remember, there is a remarkable law which is told of by traders in Hatheg and discussed by travellers in Nir which is relevant to these circumstances--or that it be confined until King Kuranes boarded the train. The king's wisdom is legendary, and when asked, the cats accepted that decision.

Then Henri suggested that it was time for the investigators to...wake up.


Because of [livejournal.com profile] mutantur's out-of-game circumstances, this was a shorter session than normal, only running about an hour and a half. As [livejournal.com profile] mutantur also pointed out, the murder isn't really that difficult to solve, especially with the cats sniffing around everywhere. Once I got the idea to use them as bloodhounds, it was just a question of making sure we knew where to point them. Or where to ask them to go and hope they did it. These are cats, after all.
dorchadas: (Great Old Ones)
Dramatis Personae
  • Demir Sadik, Turkish Revolutionary/Field Medic
  • Gianni Abbadelli, Italian Vatican Parapsychologist
  • Luc Durand, French Professor of Linguistics
  • Rosaline St. Clair, American Antiquities Dealer
  • Valentina Durnovo, Russian Countess/Gentlewoman

I didn't write about the last session because much of it was ~~magical Dreamlands adventures~~. On their first night on the Orient Express, the investigators fell asleep and awoke in a quaint village filled with cats. The cats were all going in one direction, and following them revealed a rail platform labeled Ulthar Station, at which a "train" made up of cars on the back of horrific tentacled things pulled up and everyone got on board. There, the group was met by Henri, the conductor from the 1890s period, who had died in a fire trying to save some passengers and, like Kuranes of Celephais, lived on in the Dreamlands. He had forged the Dreamlands Express out of his hopes and made it a refuge for travelers on the real Orient Express. In addition, those willing to travel all the way to the end of the line could cast one of their secret fears or negative personality aspects into the Gulf of Nodens, where it would vanish. Henri suggested that each traveler work on a totem that would represent what they wished to cast away and then left them to the comforts of the train. The Men's salon, the Ladies' lounge, the baths, and the dinner, at which much moon wine was drunk. And then, the investigators awoke on the train, and the next day they arrived in Lausanne.

Lausanne had a strange feeling of unease hanging over the city, but it didn't prevent the investigators from eating in a cafe until the businesses opened up a bit and then checking into a hotel before heading out to find Edgar Wellington, the man who wrote to the Loriens about the Sedefkar Simulacrum, and met his brother William, who either had some very offputting mannerisms or was a Deep One hybrid. The investigators beat around the bush for a while--[livejournal.com profile] mutantur has commented before on our tendency toward extreme timidity--but eventually let drop that the Sedefkar Simulacrum was real, they had a piece of it, and they were looking for the Sedefkar Scroll which Wellington was in possession of. Wellington said there was another buyer and that they could all meet up at the Seven Thirty Club, an informal discussion club, and around then the Duc des Esseintes arrived. Wellington begged off, saying he had things to accomplish, and the Duc showed the investigators around town for a few hours until he also left. He was polite and charming, but the group got the sense that he was putting on a facade and that his real self, whatever that is, remained hidden.

At the Seven Thirty Club, an associate of Wellington and the Duc, Maximillian, ordered a lot of expensive wine and assaulted the investigators with obviously fabricated tales of his deeds until around ten, the investigators grew worried about the other parties not showing up and went to Wellington's taxidermy shop. On arriving they found that the front door was slightly ajar. Demir went in first, with Gianni and Rosaline following closely behind, and the three of them searched the lower floor for a moment before Demir headed upstairs and almost immediately found William's body next to a bloody knife! He failed his SAN roll, and his cries brought the others upstairs, where they also found Edgar dead of a morphine overdose on the bed. Strangely, he had needle marks in both arms...

While looking around, the professor and the countess found Wellington's Diary and a strange green bottle labeled "Dream Lausanne" while Rosaline found a sealed scroll, but, with a closer examination, she determined that it was a forgery. The professor pointed out the second-to-last entry and Rosaline suggested that this may be something like the Dreamlands, and the investigators determined that they must go to this Dream Lausanne and find the real scroll. After escaping out the back and informing the desk attendant at their hotel that the police might be interested in some goings on at the Wellington's shop, they reassembled at Rosaline and Gianni's room and the two of them, as well as Demir, took the potion while the professor and the countess watched over them.

The three explored the dream hotel and then the dream city, which was strange and uncouth. A brief search of Wellington's shop did not turn up anything, and after a fruitless search (and a hint from [livejournal.com profile] mutantur about splitting the party), they realized that they would do better if everyone was together. Demir began choking Gianni, and as his body in the waking world began thrashing around, the professor shook him awake. Then they all took the vile-tasting Dream Lausanne drug, went to the dream hotel, and met up in the Wellington's shop. They noticed outside that there were people moving in a single direction in the streets, and so the investigators followed them. On the way, they found a woman serving a cannibalistic stew, a giant chasm emitting an icy, howling wind, and other strange sites, but they eventually reached the cathedral square where they found a bound Edgar Wellington and the Duc des Esseintes, here calling himself the Jigsaw Prince and demanding a trial be held. The crowd roared their approval, tore one of their own limb from limb, and offered the skin to the statue on stage, after which it began to breathe. The investigators would speak for Wellington, who had no idea why the Prince had turned on him, and the Prince would make three arguments, the group three rebuttals, and the statue would decide.

The arguments:
  1. Wellington struggled and cries out when the guards came to fetch him, an obvious sign of guilt. A true subject of the Prince would have come gladly without struggle.
  2. Wellington is a foreigner and thus polluting the purity of Lausanne and is inherently guilty.
  3. Wellington hid the scroll that was the Prince's by right, and this duplicity is evidence of his guilt.

The rebuttals:
  1. Wellington had no idea why he was summoned and was taken from his home without warning. Even a completely innocent man would be unsettled in such circumstances.
  2. Purity of whom? The Helvetii? The Romans? The Franks? Furthermore, Wellington was unmarried and was planning to leave, and he had been drawn to Lausanne by its beauty and grace, which surely did it, and its Prince, much credit.
  3. Wellington intended to sell the scroll to the Prince, but determined too late that it was a forgery. Passing off a forgery would obviously be a grave insult, which is why he hid the scroll so that no insult would be drawn by those who didn't know the circumstances.

Here's where the dice failed me. The professor made the rebuttals since he has Persuasion 76%, but I failed two of the rolls. The first with a 96, which I spent Luck to make, and the third with 100. Fortunately, we used CoC 7e's Push mechanic on the second roll, using Rosaline's expertise to point out the problems with the forgery (much to Wellington's distress, which we ignored), and on the second roll I got a 48. The statue judged in our favor, Wellington was released, and we left. And then the Prince called for the foreigners' heads, so we ran.

In the shop, Wellington retrieved the scroll, having hidden it in a rotting bear carcass, and then the group ran for the hotel. As they passed over the threshold, Wellington began suddenly to fade away, until he disappeared with a strangled gasp and a cry of, "I don't understand! You just...wake up..." Maybe we should have told him...

In the waking world, it was morning, and the investigators hastily packed their bags, told the desk attendant that they had urgent business in another city and would not be able to speak to the police and it would be very convenient for all concerned if they had simply left before he was able to deliver his message, then waited near the station and boarded the Orient Express at 6:45. Their trip was interrupted only once, when they sat down to lunch and the Duc walked in and sat at their table! He ordered them to turn over the scroll under threat of destruction, and while Gianni and the professor refused, Demir relented--and turned over the forgery. The Duc made a comment about being nearly out of range, took a braided, looped rope out of his case, and threw it over his chair and himself...and vanished.

After lunch, the investigators opened the real scroll:

Sedefkar Scrolls

Well, one of the scrolls. This was the scroll of the head, and came with a translation from a metaphysics journal. The professor and Demir would need some time to really read and understand all of its contents, though the professor quickly skimmed the materials first (gaining Cthulhu Mythos 1% from the knowledge therein!) and they resolved to study further while on the route to Milan and their Night at the Opera.


A minimum of faffing around this time other than not going into Dream Lausanne as a group. I had to work around my OOC knowledge this time to prevent us from hanging around the Wellington's shop or otherwise affecting things, but it turned out well in the end. I especially liked the "disagreement" in front of the Duc, which probably helped sell the scroll as the real one.

It does show why I hate flat distributions, though. 76% seems really high, and in CoC it is really high for a skill, but that's still 1 out of 4 rolls that fail. 7e's inclusion of Luck and the Push mechanic goes a long way toward solving the problems of percentile systems for me, but it's pretty frustrating when your talky character that you've built around talking screws up the talking. At least I got to do some grandstanding when presenting the arguments!

In the post game, we also determined that Demir would teach the others self-defense (I failed the Improvement roll. Apparently the professor is already good at stabbing people) and that the professor and Demir would engage in language exchange, Turkish for French. It's definitely in the professor's interest, but as someone who (badly) speaks a foreign language, I hadn't asked because I figured a few days on a train isn't enough to learn much of anything even for a professor of linguistics. But [livejournal.com profile] mutantur okayed it, so hopefully by the time we get to Constantinople the professor will be able to understand some of what's going on.

If he lives that long...
dorchadas: (Warlords of the Mushroom Kingdom)
Dramatis Personae:
  • Shining Star, mandragora sorcerer-priestess of Nyahré.
  • The Green Knight, mandragora briarwitch.
  • Bonnie, kong Auspicious Orator.
  • Amos Burnham, a human from Earth.
  • Elaphe, a chuzan junior member of the Black Rose.
We started off west of the town of Tannin after the heroesprotagonists left to avoid the election-related violence occurring, possibly just ahead of a riot. They spent most of the day riding west toward the Etemenenki, the enormous Predecessor tower visible on the horizon, passing peasants on their way too and from their fields, a few traveling merchants, and watching the villages grow smaller and further apart until there was some grass growing in the burned patches on either side of the road and the only signs of civilization were some scattered homesteads. Around dinner time, they went off the road to find a camp site, rolling adequately on their Survival roll and choosing Concealment and Sustenance.

Brief aside on the survival rules: I'm borrowing Dungeon Fantastic's camping rules, though I use Comfort, Concealment, and Sustenance instead. Comfort means that they heal wounds and recover Essence normally, Concealment provides a benefit on nighttime random encounter rolls, and Sustenance means they get free food and can save some money on rations. Five+ successes on the Survival roll gets all three, 2-4 gets two, 1-0 gets one, and a botch means all campsites are terrible.

As they settled down for camp in a hollow out of sight of the road with a small, fish-filled pool, Elaphe spotted a partially ruined house to the south, further away from the road, and determined to go after it. Shining Star decided to follow him, and the Green Knight went as well. Leaving their mounts behind, they snuck through the prairie grass to the house, hearing a few noises but not encountering any wildlife on the way, and when they reached the house Elaphe immediately started casing the joint and looting everything he could, grabbing a good pair of shoes sized for an amanita, some loose change, and some mostly unburned candles.

While he was filling his sack with loot, Shining Star tried to figure out why the house was abandoned. She conducted her own search and found lines of salt across the doorway and the windows, but noticed that the line on one of the windows had been broken. Salt is used to ward off wraiths, and as she glanced out the window at the setting sun, she realized that they needed to leave. Now.

Howls pursued them back across the grassland as they ran to the campsite and warned Bonnie and Amos about the wraiths, which led to a standoff where Shining Star demanded to know what Elaphe took from the house and Amos sticking his musket in Elaphe's face (roll Manipulation + Firearms!). The second trick worked, and Elaphe gave Amos the money as the first wraith crested the hill, a horrible parody of an amanita running on all fours with a too-wide mouth filled with jagged teeth. Two more quickly followed it. Elaphe hurled a bob-omb at the wraiths, and while one managed to dodge out of the explosion, the other two were caught in it and seriously hurt.

One wraith charged after Amos, who started running as Bonnie ordered her iron jaws familiar to attack it. One of them charged the Green Knight, who set his spear in the earth and awaited it, and then other ran toward Shining Star, who began chanting and chains of light appeared around the wraith, but to no effect. In its frenzy to get to the Green Knight, the wraith leaped on the spear, skewering itself but getting close enough to slash through the Green Knight's armor, leaving him bleeding.

Realizing that he wouldn't be able to pick up his bow before the wraith reached him, Amos turned and blasted it with his musket, causing its attack to miss him as he dropped the musket and reached for his bow. The Green Knight tore into the wraith on his spear as Shining Star called up another set of chains around the wraith attacking Amos, binding its arms tightly to its sides and searing its flesh. Bonnie ran toward it to add to her own attacks, but was woefully ineffective.

Here Elaphe sprung into action, drawing his starmetal dagger and attacking the wraith that Shining Star had just bound in chains, ripping open its back and causes it to fall apart into ectoplasm and black ichor. At the same moment, the Green Knight reached out with his wooden claws and tore another wraith's head from its shoulders. The wraith near Shining Star swiped at her, but she dodged backward out of the way as Amos grabbed his bow and shot the wraith, which burned a hole straight through it. Soon after, the chains that were still wrapped around it burned it entirely away, and it fell to pieces which decayed into nothingness.

Shining Star looked at the Green Knight's wounds, using hedge magic to slow his bleeding--the players were especially happy at the delta-like hand gesture her player made--and Elaphe looked for the money that Amos had thrown away. The next morning, everyone rode south to the house and looked around, finding a root cellar and, in that cellar, three patched of turned earth. Buried underground were three desiccated amanita bodies, and the group took them upstairs, Shining Star conducted a brief eulogy over them, asking Nyahré to guide their souls to the Star Road, and then Amos muttered a few words and called up flames. They then rode away, the house burning behind them.


We had a bit of a late start this time, but it still went well! This session was almost entirely driven by random rolls and players asking what was out there, which is exactly what I was hoping for. I've been thinking that low-power Exalted would be a perfect system for a sword and sorcery hexcrawl, and this is my chance to prove it. So far, it's working well.

This session was primarily an introduction to combat, since one of the players in this game is new to the system. Since it was three vs. five (six counting Bonnie's iron jaws), I'm not sure I gave a proper introduction to how lethal it can be. But I'm really happy that the PCs ran from the house! I keep hearing stories about PCs that won't run even in the face of utter annihilation, so running in the face of a threat is a good sign. If random rolls determine your opposition, not all battles will be winnable.
dorchadas: (Warlords of the Mushroom Kingdom)
Yesterday was the first real session of the new Warlords of the Mushroom Kingdom game I'm running. We've technically met twice before this, but they were mostly character creation sessions. The pitch for this game is a hexcrawl in the old tradition wandering murderhobos investigating locations, discovering perils, and then killing and stealing everything that's not nailed down or setting everything on fire.

This time, there are five characters:
  • Shining Star, mandragora sorcerer-priestess of Nyahré, currently hiding her identity due to the bounty the Dragon Empire puts on most Floral nobility.
  • The Green Knight, a mandragora briarwitch, one of the spirit-driven fanatics who serve the Forest of Shadows. He's traveling with Shining Star because he believes the forest spirits have told him they seek an alliance with Nyarhé in order to fight the Dragon Empire.
  • Bonnie, a kong Auspicious Orator, the combination scribes, emissaries, and propagandists from Chai. Bonnie's family is quite rich, but all her money, and her government salary, are inaccessible at the moment. She's traveling with the group to study...
  • Amos Burnham, a human from Earth. After the Battle of 1812, he grew sick of civilization and went west, spending years by himself and occasionally trading with nearby tribes. Eventually, he fell into a sinkhole that led to a pipe and found himself in Agarica. Shining Star found him, taught him to speak Floral, and showed him a bit of magic, and they've traveled together since then.
  • Elaphe, a chuzan junior member of the Black Rose, the Muskalan Guild of Assassins. He went to Fairhaven when he heard Prince Greyfur was dead and an election was to be held, but after weeks with not a single contract being sent his way, he attached himself to a group that seemed likely to have trouble follow them. A group of murderhobos, for example.
Since this is a hexcrawl, I have a map (I'll put it in another post when I clean it up a bit) that in-game is a treasure map that Bonnie found in the diary of a famous adventurer from a century ago. That's the setup, and the players have the freedom to go about it however they wanted.

And how they wanted was mostly to dodge all the hooks I set up for them! Elaphe did take a moment to pickpocket his way through the crowd when they stopped in a small village where public executions were being held, letting me use the WFRP random treasure tables again to determine what he found, though with some modification--I figured that the bag of excrement was pretty unlikely--but they rode on by the ruins in the distance, let the other party of adventurers pass by without much incident other than questioning them about the source of their treasure, and left the town of Tannin and its election-related violence behind as soon as they could, other than Shining Star seeing if her healing skills were needed at the town's barber and being rebuffed and Elaphe riffling through the pockets of a mugging victim in an alleyway and then cutting their throat.

I used this set of random encounter tables to determine most of what happened, since they were the least low-level-D&D-centric ones I could find. I really need to make up some custom tables with categories like "fungal forest" or "Predecessor ruins" and more malicious spirits, thunder lizard migrations, and carnivorous plants, in addition to the standard bandits, travelers, and so on. It'll let me add more color events too, like the executions.

The party went out of Tannin's west game at the end of game, down the less-traveled road to Etemenanki, which the party is currently heading toward. There's a thriving town around there whose economy is based on adventurers going into the megadungeon and hauling loot out of it. We'll see what happens there!
dorchadas: (Great Old Ones)
Dramatis Personae
  • Demir Sadik, Turkish Revolutionary/Field Medic
  • Gianni Abbadelli, Italian Vatican Parapsychologist
  • Luc Durand, French Professor of Linguistics
  • Rosaline St. Clair, American Antiquities Dealer
  • Valentina Durnovo, Russian Countess/Gentlewoman

We started off heading to Charenton to check into the Comte de Fennelik's confinement there, only to find that the new director had little time for us and his secretary thought we were an imposition at best. While a donation got us access to the records, we ignored [livejournal.com profile] mutantur's overtures to commit larceny and ended up nearly being thrown out when the secretary saw Rosaline holding records from the previous asylum director, but the Countess and the Professor had enough clout that they were not only ushered down to the archives, they were left alone there. After a search turned up little, Professor Durand and Gianni went up to ask the secretary about further records and managed to get the name of the asylum's former historian (and Abbadelli snatched the record book while the secretary was looking) while Demir prowled around the asylum, eventually finding a room where it seemed someone had been walled in. Comparing it to the entries in the former director's logbook, it seemed to imply that a patient who had been walled in had been excavated and was somehow still alive...

The investigators also spoke to M. Mandrin after finding him leaving work, but they learned little, other than that the "new patient" had been treated with electroshock therapy--the cause of Dr. Delplace's death after a fault in the machine--and had not died. Curious.

After heading to the asylum historian's garret apartment and finding him long-dead, with a knife in his chest and a scrap of skin pinned to it with the Turkish words "The Skinless One knows" on it, the investigators headed out to Poissy, where the Comte's villa had been.

This is where I pulled a bit back from the game because I remembered exactly what we had to do down to the smallest detail, but the investigators spent the night in the local hotel and then went to the town hall in the morning, found the land use records and managed to deduce the location of the count's villa and that the land is currently owned by a Dr. Lorien and his wife, so the investigators headed out there and arrived after dark. They were able to use their new cover story--Professor Durand is writing a history book, Rosaline and Gianni are his research assistants, the countless is his...ah, "traveling companion," and Demir is her servant--and when they mentioned the statue, Dr. Lorien handed over a letter from one Edgar Wellington of Lausanne, Switzerland, who also wrote to inquire about the Sedefkar Simulacrum, but the good doctor hadn't had the time to reply.

After some time determining exactly where on the land the entrance on the villa's plans might be, and noting that all of the Loriens suffered from various ailments of the left arm, the investigators left and came back the next day, where they commenced to digging. They found the cellar and the terrible prison chambers within, and in the farthest chamber from the stairs were roses that glowed in a riot of colored light (and [livejournal.com profile] mutantur had rigged up his wifi light fixture for this occasion, which was wonderfully evocative) and the glowing left arm of a life-size statue. When the arm was removed, the roses all died and the Loriens' ailments seemed to get better.

The next day, the investigators boarded the Orient Express and spent the evening drinking with Caterina Cavallaro, who performed an aria from her upcoming performance of Aida and invited the investigators to attend her performance in Milan in three days. Then, as the first light of dawn tinged the sky, everyone staggered back from the salon car to their beds and fell immediately to sleep, and when they awoke, they were somewhere else....

Also, we have props! Collect the whole set!

First piece of the Sedefkar Simulacrum

Not visible here is the magnet in the statue, which will allow us to assemble it as we get more pieces. Half-visible on the left side is an artist's rendition of the rose chamber, with the vines weirdly entwined around skeletons and the blooms shedding their unhallowed light. And [livejournal.com profile] mutantur says there's more coming, since he backed an entirely separate kickstarter of HotOE props.

I actually wasn't looking forward to this session because I had very clear memories of what was going on and what we had to do. Fortunately, I only remember the broad strokes in Milan and I don't remember Lausanne at all, other than the [REDACTED] that happens in [REDACTED]. And the Dreamlands must be new! So like the previous new section in the 1890s, it'll all be a surprise to me.
dorchadas: (Great Old Ones)
Yesterday (the ninth session, if you're curious), our Call of Cthulhu game returned to its normal time period as Professor Durand closed Professor Smith's diary as he finished recounting the story therein, all of which was told on the journey from London to Paris.

First, let's go back to our dramatis personæ, since [livejournal.com profile] mutantur was kind enough to send me a list of characters when I asked since I keep forgetting their names:
  • Demir Sadik, Turkish Revolutionary/Field Medic
  • Gianni Abbadelli, Italian Vatican Parapsychologist
  • Luc Durand, French Professor of Linguistics
  • Rosaline St. Clair, American Antiquities Dealer
  • Valentina Durnovo, Russian Countess/Gentlewoman
We made some comments about how every Call of Cthulhu investigation has two halves: the research phase, and the shotguns and molotovspetrol bombs phase, and this session was definitely in the research phase. Professor Durand and Графиня Durnovo--who were extraordinarily grateful to be back in a civilized country speaking a civilized language where the food is not as dreary as the weather blah blah French snobbery--spent almost the entire session in libraries. The Bibliothèque nationale de France, the Bibliothèque de l'Arsenal, the Université de Paris library, and so on, chasing down information on Comte Fenalik and what happened to the Sedefkar Simulacrum or the Sedefkar Scrolls. To condense a lot of Library Use rolls into a shorter account, they first found that the Comte had been involved in an indiscretion with the Queen and was executed without trial, but further digging found that he had actually been committed to Charenton Asylum after his raving and screaming, and the lascivious and hideous parties conducted at his estate, were found to be obvious evidence of his madness. At the same time, Gianni and Rosaline went to the Louvre, where they found a sketch for an unknown painting, possibly depicting the said Comte. In addition, while they were touring, they heard a strange disembodied laughter echoing from somewhere in the nearly-deserted Revolutionary-era French art gallery...

With some more research, the group managed to find a manifest of the items taken from the Comte's villa in Poissy, but it was maddeningly vague, listing only "statue (incomplete)" with no indication of what happened to the statue or how it was incomplete. They also found the diary of the man who led the expedition to the villa to arrest the comte, depicting the comte's depravity.

The various documents the group found are reproduced at the Comte's HotOE wiki entry here, with no spoilers about his [REDACTED].

On Saturday, the group as a whole went to the Catacombs for a special tour, since Demir, Gianni, and Rosaline had never been and it had been years since Luc had gone. In the deepest part of the catacombs, Gianni caught a glimpse of movement in a pile of bones beyond a locked gate. Showing admirable CoC investigator behavior, Gianni picked the decades- or -centuries-old lock and the group slipped away from the tour, finding a strangely deformed man who called himself Guillaume and spoke an archaic form of pre-Revolutionary French. He seemed extremely nervous and only talked to the group for a few minutes before turning and burrowing down into the pile of bones. He vanished, disturbing the bones less than one burying oneself in them might be expected to, and after a few more minutes, Demir and Gianni went further into the catacombs looking for any tunnel or place where Guillaume might have entered from, but found nothing, and he had only said he came from below. Mysterious...

The next day was Sunday and everything was closed, but as other members of the group--except Demir, of course--went to Mass, Professor Durand went to the Université de Paris library and got further information for the next day's searching. After a couple more days of research, Demir taking time to go to a protest against the cruel depredations of the bourgeoisie and Professor Durand calling his daughter at his estate in Caen and writing letters to his sons, they had found scattered references to "the Underworld" but no specifics and had found that the Comte's villa had a secret cellar that was unmapped, but were unable to find the exact location. On one of those days, the group was followed home by the sound of dragging footsteps, but were unable to find the exact source amid the echoes in Paris's narrow streets (also, we repeatedly failed Listen rolls).

The session ended with the investigators making preparations to go to Poissy and look into the town hall records, hoping to find the location of the Comte's villa and [REDACTED] before going to [REDACTED] and [REDACTED] from [REDACTED]. Hey, I can't help it, as soon as [livejournal.com profile] mutantur said the word "villa" it all came back to mind. Emoji Nyoron

Though this is the new edition, so who knows what surprises will await me! Guillaume was a surprise, and I had to make a quick decision about Professor Durand's reluctance to talk to a strange mutant in a literal tomb vs. his eagerness to speak to someone who natively speaks an archaic form of French. I ended up dithering a bit too long, and I wasn't about to call out to him when he was burrowing into a pile of bones. I did get to call out to him in Latin, though, which is of course what you do to creepy tomb guardians. I know how the game is played.
dorchadas: (Great Old Ones)
Yesterday, we met for the last session of the flashback in the Horror on the Orient Express game. It went at somewhat of a hurried pace, since we wanted to finish the whole thing up in one game, but we managed to decipher T̝̻̲̲̲̣̃ͯ̅h̬̭̱̖̝̺ͨ̒eͬ̓̅͐ ̰̩͠W̞͔͇̲̘̲h̢̝͕͆ͅi̇̓̏ͫ̋͏̗͚͕͉s͒̊̓ͥ̐ͭ̉p̭̰̓͆͛e̬͖͖͉rͦ̍ͦ͂͟i̲̩͚n̮̩͉͓͍͛g̯̝̝̤̭͍̠͊́ ̷̘͚̉̄́ͦ̃̑̆F̠̹̙ē̶̱̠͍̬͋ͅz͚̲͇̑̉ͧͯ͌ and get Menkaph ejected from the train at the Niš stop. Professor Worth (filling in for Dr. Polat, whose player was absent) used his knowledge from the book to arrest the decline of Mr. Meyers, though it required him to put on a fez himself, adding additional urgency to our quest.

We arrived in Constantinople and met with Professor Demir and learned that his son had been kidnapped, which sent us across the city to find out where he had been taken. While Professor Worth went to the library, Captain Barrington, Mr. Banks, and Miss Meadowcroft visited a man who called himself "the Frenchman" and had an audience with the sultan, eventually learning that the so-called "Children of the Blood-Red Fez" were holed up on the Island of Doomed Princes, a secret tenth of the Princes Islands in the Sea of Marmara south of Constantinople. Professor Demir knew a fisherman, a "Nine-fingered Abdullah," who knew of the location and could ferry the investigators there, so under the cover of night, they traveled to the island and rowed out to land there.

On the island, the Captain and Miss Meadowcroft distracted the guards by provoking the goats while Mr. Banks climbed the crumbling walls of the tower at its summit and pulled the eunuch guarding the cult leader out the second-story window. In the chaos, Professor Worth dashed up the stairs and engaged the leader in a battle of wills for ultimate control of the fez, eventually winning despite her attempts to dissuade him otherwise. As the fez was destroyed, her head exploded, and the party managed to get Professor Demir's son, and the other prisoner, a Prince Ramazan, out of the tower. Hurling petrol bombs behind them, the party made their escape and went back to the professor's house. At that point, the game time was basically over, so we wrapped things up and went home. Victory!

And the Captain proposed to Miss Meadowcroft, so they or any children they have could be backup PCs if any of the 1920s-era characters dies. Mr. Banks would also be willing to come back for one last hurrah, but Professor Worth's player mentioned that he probably went home, forgot anything like this ever happened, and refused to speak to Professor Smith ever again. Not that I blame him.

Now that I'm playing an official Call of Cthulhu adventure, I can see why Trail of Cthulhu changed the mechanics of investigating. The stakes are often "Do this thing or the world is doomed," and then whether we even know what thing to do comes down to Library Use and Persuade and if we fail those--and this is a percentile system, so that's likely at some point--the GM has to scramble to find some way to get us back on track or else the world ends. It's why I'm glad that [livejournal.com profile] mutantur laid out the paths for us to take instead of letting us flail around for a while. We did a lot of flailing last session, though we eventually worked things out!

My solution for this is generally to have lower stakes and let the PCs fail--I'm reminded of the time I ran Operation COBALT SHADOW (aka "A Victim of the Art") in Delta Green, where what I thought would be a relatively quick opera took four sessions before F Cell screwed things up so badly that MAJESTIC swept in and they had to extract themselves--and that may happen someday. I mean, it's not for no reason that we have possible backup PCs. I think that since this was a flashback that had to end in a particular way because it "already happened" it exacerbated that problem, though.

I am curious if we'll seriously screw up a leg of the journey. Next time, France!
dorchadas: (Warlords of the Mushroom Kingdom)
Last night was the final session of the short Warlords of the Mushroom King game I ran, and almost the entire session was a battle with the Super Mario Galaxy 2 Bowser Music playing in the background. That sounds like a nightmare, but we run relatively short sessions and got a bit of a later start, to a combat with nine major characters--the protagonists and the Blossom Guard that Miyamoto had sent for against the warlock Kurome; his lieutenants, a kappa Brother of the Hammer and a mycon Cultist of the Broodmother; Kurome's summoned demons, and the surviving bandits.

The protagonists opened up the battle by sending Chi's familiar, a self-reassembling bob-omb, walking up to the group and exploding. It rolled 8 successes on seven dice, none of the bandits saw it, and so the protagonists had a huge advantage as they attacked from stealth while the bandits were in disarray. Daiju charged straight at the Brother of the Hammer while Kabocha and Miyamoto attacked the Cultist and Kaeru started carving his way through the bandits. No one got near Kurome, especially not after the demon materialized to guard him.

The Cultist went down quickly, but the Brother of the Hammer took a bit more time due to his thick armor and his Charm-enhanced toughness, but once he started hurting a bit, Miyamoto managed to wrestle his hammer away from him and hurl it into the forest. Deprived of his martial prowess--hard to be a Brother of the Hammer with no hammer--he died quickly after that. Kurome and his demon vanished before the protagonists could turn their attention to them (I'm sure they won't show up again next game!) and the remaining bandits, confronted with the death or disappearance of their leaders and the fact that a single warrior had killed a quarter of them, threw down their weapons and ran. The protagonists let them, figuring the flora would take care of them. They then returned to a heroes' welcome in the village and walked off into the sunset.

I realized there was a third demon that Kurome had under his control--a decanthrope, if you're curious--that I should have had launch itself from bandit to bandit the way it's described in that entry. I genuinely forgot about it, though.

Kurome didn't do much in the battle. He conjured an aura of fear around himself, called on the demon to defend him, and then stepped through the shadows to get away as soon as the battle turned against him. That's a bit by design, though. One of my goals was the sorcery is more broadly applicable than martial arts, but in direct combat, sorcerers have very limited options because spellcasting takes time and blasting spells are highly limited. That's why Kurome had demons to defend him, and why he left early. Maybe he could have turned the tide if he had gone on full offense and sent the demon to attack the protagonists...but that would have been a risk, and he didn't become a powerful warlock by taking risks.

Also the game was almost over, so that did influence my decision making. But only a bit. I didn't conceive of Kurome as the adventurous type.

I learned from this game that Exalted is a great gritty system where Charms and Exalted ruin everything! It worked really well, especially when I introduced the glass beads for players tracking their timing. I called out tick, everyone tosses one into the center, anyone with no beads gets to take an action. It worked really well, and the limited selection of powers meant that combat never really got bogged down. No dice pools with 30+. I think the highest number anyone rolled was 14, and that was Miyamoto disarming people. No one got hurt, so I still didn't get to test my new Medicine mechanics. But next game!

I've mentioned I always learn something from the games I finish. Here, I think I can sum what I learned down to two bullet points: 1) The Seven Samurai is a great plot and I can see why it's been ripped off so many times and 2) Exalted, at its core, is not as terrible as the internet makes it out to be, but it's a bad system for actual Exalted. At the mortal level, with dice pools from 4-12 or so, it works great.

Next Warlords of the Mushroom Kingdom game starts next week!
dorchadas: (Nyarlathotep)
Last session was a bottle episode! Though in a sense, every session that takes place on the Orient Express is a bottle episode.

We knew that Hieronymus Menkaph was a villain and a fiend, and the conversations he had with the party clearly indicated that he knew we were there to thwart him, though he was villainously overconfident that we would not be able to do so. And indeed, for most of the first half of the session, we faffed around and didn't accomplish much. The copy of The Whispering Fez we were looking for was not in his room, our attempts to determine what was wrong with the shrouded and sickly Mr. Myers did not go as planned, and about the only things we did accomplish was to get Henri, the Belgian conductor in our car, on our side--which turned out useful later--and for Amelia Meadowcroft the tomb raider adventuress to get the chance to speak to Mrs. Myers without the presence of Menkaph.

Around halfway through, we finally got the ball rolling. I drew Captain Barrington's cabinmate Dr. Sirach (one of the other possible PCs that [livejournal.com profile] mutantur left out because he figured we'd need more combat potential) into our mission and asked him to check into Mr. Myers, which also didn't work but did get Mr. Myers out of his room. George Burns the ruffian used this opportunity to lockpick the Myers' door, though when he saw the living shadow coalesce out of the air he went mad and ran screaming through the car. The player of Dr. Polat the Turkish history then came up with the idea of causing a dreadful row in the salon car, relying on Henri favoring us over Menkaph to keep us from mundane reprisal. After a few failed rolls with Menkaph himself, Dr. Polat switched to shouting at Kapok, Menkaph's hulking-yet-wiry Turkish bruiser, and a declaration that his mother would be ashamed of him hit home.

As Kapok laid hands on Dr. Polat, Captain Barrington and Miss Meadowcroft barged into the Myers' compartment with a lantern they had acquired from Henri. Barrington held off the shadow at great risk to his own hit points while Miss Meadowcroft dove onto the bed, finding a copy of The Whispering Fez beneath the pillow! She retreated down the hall while Barrington swung at the shadow until it slipped out into the hall and vanished into the many shadows therein.

Dr. Polat returned to his room and Miss Meadowcroft gave him the book to read, while Burns drank in the Salon car. When Burns tried to return to his room, he saw two moving shadows in the car detach from the wall and come toward him, and he decided that getting blind drunk on an expense account was a much better use of his time.

We ended when a steady pounding on Captain Barrington and Dr. Sirach's door awoke most of the train car, and in the hall was Mr. Myer, who declared his generic rage and took a swing at Barrington--and as he drew back his fist, curtain.

Oh, also [REDACTED] showed up in Vienna and boarded the train, which I suppose is just foreshadowing to explain why [REDACTED] happens later? The whole sequence in [REDACTED] definitely seemed weird to me in the actual play I heard, though maybe the new version of HotOE integrates it better. Admittedly, it's not as weird as [REDACTED] showing up outside Belgrade, which is horror, but not mythos horror.

This reminded me of our Delta Green games, where I'd assume that the PCs would finish in a session, maybe two, and then it took them four sessions before they had to flee the city when MAJESTIC swept in. I'm hoping we can convince Henri, who already really dislikes Menkaph, that he's a terrible influence and get him thrown off the train. And next session, Professor Worth's player won't be absent, which is good since everyone should be there for Menkaph's downfall.

Maybe we can literally throw him from the train. I can hope!
dorchadas: (Great Old Ones)
I didn't post about the last couple of sessions and this is a week late, but last session of [livejournal.com profile] mutantur's Horror on the Orient Express game is the first totally unfamiliar part for me. The new version includes several playable flashbacks triggered by reading various texts, and at one point before the group left London on their way to France, Professor Durand (my PC) found a journal kept by Professor Julius Smith about a trip he had taken about thirty years prior, also on the Orient Express. So prior to last session, [livejournal.com profile] mutantur passed out new characters and told us we'd be playing through the flashback ourselves.

I don't remember everyone's name, but we had a Turkish professor (the uncle of the Turkish bolshevik in the original timeline HotOE game), a young adventuress, an elderly professor, a young ruffian who may or may not be the illegitimate son of the aforementioned professor, and me, Captain Roderick Barrington, who served in Afghanistan and saw some strange things there. Summoned by Professor Smith, we went to a filthy Whitechapel tenement, fought a horrible fezmonster, did a bunch of research into the "Blood Red Fez," developed some racist paranoia about Turkish people, boarded the Orient Express, and became completely convinced that one "Hieronymus Menkaph" is the villain that we'll need to deal with while on the train. I mean, look at that name. Also, he dressed like a vaudeville stage magician while in the Orient Express dining car, which is a clear sign of moral pulchritude.

Additional thoughts in bullet point form:
  • I'm not really comfortable with the way that Horror on the Orient Express encourages you associate fezzes with villainy and the worship of hideous prehuman gods. I know that [REDACTED] is based in Constantinople and is primarily a Turkish organization, but it slots a bit too nearly into the sinister foreigner archetype. Which is a historically accurate mindset for our characters, but...
  • Does Professor Smith ever do anything in a calm, relaxed fashion? Based on our interaction with him in two time periods, I don't think so. I can just imagine him inviting someone to brunch:
    TEA AT THE CLUB STOP MEET AT EIGHT SHARP STOP FOR G-D'S SAKE COME QUICKLY
    And then after pleasantries he talks about the latest world-shattering threat he's dealing with. Maybe he's the real protagonist here and we're all the sidekicks?
  • I'm having a bit of a hard time getting into my characters. I think it's mostly because I run games so often and I'm not used to playing, though I suspect it'll be easier with Professor Durand as time goes on. It's always a bit difficult when you first start a character as your conception of them mixes with the dynamics of the table.
  • The fezmonster has a tall head and a long, flapping tongue, which reminds me a lot of something else. Not sayin', just sayin'.
Looking forward to more this Sunday!
dorchadas: (Exalted: One True RPG)
Last night was another session of the Warlords of the Mushroom Kingdom short-run game I'm doing. There was another session in between this one and the first one I wrote about, but I didn't have anything insightful to say about it and I'm not going to do a blow-by-blow recounting of this game, so I skipped it.

I'm writing here because this was the first session where we had actual combat. Part of the reason I wanted to use the Exalted system, even with all the ill-will it has on the internet, is that I'm convinced the base of the system is an interesting, crunchy timing-based (as opposed to round-based) engine and all the problems come when dozens of Charms have to interact with it. Also flurries. And the combat we had would seem to support that conclusion. It had seven participants, ran about half an hour--almost no one had played in an Exalted 2e combat before, so a lot of that time was explaining things--and went pretty smoothly.

Rather than use a battle wheel to keep track of timing, I used some glass counters I bought specifically for the purpose a while ago. Every time anyone took an action, they took counters equal to its Speed, and then I'd say "tick" and everyone would throw a counter in the pile. It made it obvious when people got to go again and kept things moving pretty well. I just wish that Daiju had gotten to participate, but he failed a Temperance roll, went off to investigate some pretty lights, and got beguiled by a faerie.

I did love my players' expressions when I said, "Faerie blood heals wounds. Just sayin'."

Since each player only had five or six Charms to pick from, all of which were from a single martial art and so focused on a particular combat style, there wasn't a lot of dithering and pouring over long lists. Chi used sorcery to link the group closer together so they could make group Stealth rolls, and then opened the battle against two kappa and two mycon bandits with Binding Filament Strands to take a prisoner. After that, he mostly just hid. Miyamoto leapt into the middle of the remaining three and laid about him with fists and feet, knocking one of the mycon out and getting a few hits on the kappa, though most failed to do much damage against its thick shell. Kabocha used her sticky tongue to snag the other mycon and chewed on it, eventually biting it in half. The final kappa ran after the other three bandits were incapacitated and Miyamoto and Kabocha chased it down, tackled it, and killed it.

Things I realized I forgot to do
  • DV Tracking: Uh. Oops. I forgot to penalize people's defenses for the actions they took. It was mostly just attacking without anything complicated, but DV is an important part of the rules and if I really want to see how well the combat system works we need to track it.
  • Combat Tactics: This is mostly because our printer is broken and I couldn't print out the reference sheet for actions, but I really should have had the sheet in front of everyone with the actions and DV costs on it. It would have helped people decide what to do.
  • Knockdown: I forgot that checking for knockdown is based on the raw damage of the attack, not the post-armor and -soak damage. There were at least two attacks Miyamoto made that were reduced to a one or two damage dice that should still have checked for knockdown (kappa have 8L/8B armor just from their shells).
I did remember to track most everything else, including movement. I found a blank sheet of paper was fine for tracking all the of the enemies they were fighting. No extras, either--everyone had full stats. And I didn't have worry about bleeding, chance of infection, or disease, because none of the PCs even got hurt. The only one who got attacked was Miyamoto, and he handily dodged every attack directed at him.

The PCs also followed a trail the bandits hadn't done enough to disguise and found out their their camp is apparently within the boundaries of the Forest of Shadows. How are they surviving in there without drawing the wrath of the forest spirits or the carnivorous flora? Mysterious!

Things I need to do for next time--get that combat actions sheet printed out, stat up walking trees and forest spirits, and come up with a set of rules for Shaping combat (Chi is planning to use dream sorcery to interrogate/brainwash their captive) that aren't 1) overcomplicated and 2) terrible.
dorchadas: (Great Old Ones)
Yesterday was the first real session of [livejournal.com profile] mutantur's Horror on the Orient Express game, after a three-session long intro to 7e and character generation. Of multiple characters each, in case one dies. Hey, it's Call of Cthulhu.

(Yes, I'm in two CoC games. It's what actually convinced me to finally buy that expensive set of dice I've been looking at for months.)

I'm playing Professor Luc Durand, a professor of linguistics at the Sorbonne, since Horror on the Orient Express is a grand tour of Europe and I knew we'd need someone who could talk to all the people we ran into. I also gave him social skills so we wouldn't have to translate all our negotiations. And Library Use because CoC.

And because it's Call of Cthulhu, he looks like this:

Professor Luc Durand

I did a google search for "bearded black and white professor" and was not disappointed.

Other members of the erstwhile party are a Russian husband hunter exiled member of the nobility (played by [personal profile] schoolpsychnerd, a Turkish goth ninja Bolshevik carpenter (played by [tumblr.com profile] knitmeapony), an American thief "treasure hunter" antiquities and curiosities dealer (played by [tumblr.com profile] goodbyeomelas), and an Italian freelance cardinal investigator for the Vatican. We went to Professor Smith's lecture, read about the mysterious man who died three times in the newspaper, heard about a magical statue in a Cheapside bedsit, then did a lot of research. Again, Call of Cthulhu.

My second greatest problem so far is that as an elderly professor, I can't really participate in most of the skullduggery so far, but that will change once we get on the way, I think. My greatest problem is that I've read multiple actual plays of Horror on the Orient Express before [livejournal.com profile] mutantur told me about his plan to run it once the new edition came out--the best of which was YSDC's audio version--and so I keep remembering what's going on. But not all of what's going on, and I'm not sure if it's because this is the expanded edition or because I'm not remembering it well. Like, the guy who died three times? I remember that. The guy who spontaneously combusted? Not ringing any bells. Not letting what I already know get in the way will be the hardest part.

Looking forward to more!

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dorchadas

July 2025

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