Found an altar, and got into a fight.
Cast
Nanako
Nanako was not originally named Nanako, she used to be someone else, and was a well educated in mystic archery noble warrior of a wood elven court. She was the Seventh of Seven elven warriors chosen to defend a poor village against The Evil. The villagers were poor and could pay only in rice, and when Nanako heard about treasure she ran off to check for it and left her flank of the village unguarded.
The Elf Lord wasn't so happy, so he took away her name (renaming her Nanako), title, and made her swear to own no more than she could carry. He also took away all the treasure she found to.
There, you might not do anything with it, but my horrible backstory
Sue
A Musketeer and two handed swordswoman with an unusual pedigree.
Isaac
An unusually youthful student of the Kabbalah, a fact hidden by his head of grey hair, Isaac Cordovero was amongst the most gifted students of the lot, displaying an affinity for the Sephirah Chokhmah to the extent of displaying talent even in the most hidden arts. However, his relative inexperience with life - not even forty years of age - had him passed over for the position of Rebbe at the Yeshiva and told to experience life to its fullest in order to gain a complete understanding of the nature of Ein Sof, as required of the greatest thaumatologists.
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Also can't find a source. |
Brashly confident in his powers, Isaac chose to join an adventuring party, hoping to bring fame and glory to the Yeshiva and, above all, to the thaumatologist's art. He crawls dungeons, the loot secondary to his greater aspirations.
Nate Bumpus - Innkeeper Extraordinaire!
Son of a soldier, Nate Bumpus was born with wandering in his blood. He tried his hand at the warring trade but found it wasn't to his liking. He left the armed service, traveled far and away, encountering people of many strange cultures and races. Often he worked in exchange for room and board, and through the years he learned the trade of an innkeeper. He found this work more to his liking: he enjoyed meeting new people, and staying put at an inn for a while, he could meet more than he could traveling. He eventually developed a pattern: wandering and seeking adventure when the weather is right, then settling with a job at a comfy inn when the months get colder.
Gar
A powerful barbarian who wields thrown javelins and a two-handed sword. Since he was a child, Gar had lived in his village nestled deep within the Blackwood. There, he was raised on a steady diet of weapons training, war parties, and hunting festivals. By age 16, his village was raided by a rival tribe and the blame was placed solely on him. Exiled from his home, Gar set out into the world outside of the Blackwood in hopes of finding another place to call home. But, that was over 12 years ago.
Grog
A demolitions expert dwarf with a boomstick.
Salvatore
A mage who also specializes in rituals. More powerful than Isaac, but not as fast.
Summary
The party leaves from town and goes back into the sewer. When they arrive in the infamous huge slime room. Grog decides to go bomb a stuck door from earlier which leads to a room with knee deep, but mostly clean water. The party is nervous so approaches cautiously. They suddenly find a necromantic altar in the middle of the water, but no one has the skills to exorcise or destroy it.
The party continues and decides to go South-West of the altar to open a door. Grog realizes the door is trapped and rigs the ceiling so it won't cave in. He thinks he wants to bomb the door, but Salvatore has different plans, and uses a spell of the path of crossroads to open it.
This somehow triggers a Watcher at the Edge of Time who immediately sweeps in for punitive measures. Some orcs wander in when they hear the disruption, hoping to get revenge for what Arron had done earlier. While the party was distracted by the orcs, the watcher taunted them with an insane barrage of taunts asking them to save themselves by turning over Salvatore, and teleporting around the room. Merely toying with the party, it downs Salvatore and cripples one of Gar's arms. In the meanwhile, Grog and Nanako frighten off the orcs, leaving only the watcher to deal with.
After Action Report
- What Went Well
- Turns went quickly
- The game was "fun"
- The watcher was "scary."
- Having someone on the team that is good with traps saved the party from very serious injury.
- There was good in-character discussion.
- What Can We Learn From Today?
- Weirdness Magnet is a weird disadvantage. It's hard to say exactly what is and what is not off limits. It is a very expensive disadvantage, so it should be impactful. But that is a big debate. It has a few very hard mechanical effects, but it is mostly fluffy. I think I'll write about it in the future.
- Some players thing my pseudo-dynamic lighting is a bit too finicky and slow, and maybe I should just pitch in for a deluxe roll 20 account. I am still learning the system, so I'd rather wait until I get a good handle of roll 20 and a few competing products and decide where to go from there.
Weirdness Magnet is one of those disads I eventually banned. Mostly because it's -15 points and works out to forcing the GM to make weird stuff happen to you every game session. At -15 it should have a very strong impact, but that means the game changes around you and events must happen to you to make it worth those points. IOW you get 15 points, the GM gets a lot of work, and adventure comes to you inconveniently. Compare that to, say, Greedy or Berserk (9) or even Unluckiness (at only -10) and it seems too generous.
ReplyDeleteI'm inclined to allow it as a quirk - "If weird, odd, or unlucky stuff happens to the group, it happens to me." [-1]