The party spend the evening celebrating. Thorhal has been returned to life. A small feast is held to mark the occasion. Xavier and Laen explain the events following his death, and show him the equipment looted from the Cleric's corpse. (Few details are provided as to exactly how the resurrection was organised, save to say that there is plenty of nodding and winking between Xavier and Laen). Thorhal is reclusive and reflective, enjoying listening to the sounds of the festivities and the taste of fried chicken.
There is a knock at the door and one of the church acolytes enters. Apparently there's some dwarf in the foyer to see him. Thorhal puts down his chicken. Crap.
The dwarf waits, inspecting the pillars and architecture critically. He greets them as Thorhal, Xavier and Laen arrive. Turns out he's from the northern mountains searching the mortal realm for ancient ruins, hoping to rediscover the lost secrets of architecture from the ancient races. Someone apparently told him to talk to them, though he doesn't mention who. Odd... what do they know about ruins or architecture? Well, there's an old monastery a bit out of town... Apparently Grymdoin (so the dwarf calls himself) is keen, so they agree to show him on the morrow. They invite Grymdoin for something to eat, who promptly hits the ale. Thorhal returns to his cold chicken. They drink long into the evening, and eventually find sleep in the early hours.
That night they dream. They dream of heaven. There are four people in the dream. In fact, they recognise them! It's Milo, Tungdil, Uther and Wanda. It seems to be some kind of flashback to the troubled times during the war of heaven. The four are travelling together. They have been instructed by the Archangel Arenial to rendezvous at a keep at the border of the fallen lands. They arrive at the fort to find everyone dead. Several dozen bodies litter the courtyard. They approach cautiously and enter. Suddenly, the bodies begin to rise and shamble after them. They retreat to within the dining hall and fight a staged battle against several zombies. At the end of the fight Areniel stages an appearance, destroys the remaining undead, and gives them a quest to go find a fallen Angel called Mathos. The dream ends as they walk towards the darkness of the fallen lands.
Airday, the 1st of Terullius
Xavier has some important business in town the next morning. Laen, Thorhal and Grymdoin assemble and ride to the ruins formerly known as the Monastery of the Saints of Sepinus. Since their last visit the place has started to become overgrown. A sign is posted at the entrance saying the place has been abandoned. The buildings are locked. Laen and Thorhal are keen to go hunting and leave Grymdoin to his 'research'.
Once the others were gone, Grymdoin manages to smash off a hinge to one of doors and slip inside. He sees an old, human built, disarrayed, disused building. The only thing mildly of interest is the chapel, which is calmer and quieter than the rest of the rooms. He enters the open trapdoor in the chapel and enters the crypts below. Bone dust and debris cover the floor. Most of the crypts are empty and their occupants removed. He travels to the far end of the crypt and finds a perfectly smooth rock wall. There are no signs of cutting or shaping. It is as if the rock had simply formed as a perfectly flat surface. Using several applications of Rock to Mud Grymdoin digs into the rock to see if anything is hidden, however behind the rock is only more rock, which conceals rock.
A little puzzled, he returns to the monastery grounds and meets again with the party. There was nothing to see here. Just some old ruins with a weird rock in it. He's an architect, not a geologist! Thorhal and Laen return with several fat rabbits. They return to Belm for the evening. Well at least it wasn't for nothing.
Lightday, the 2nd of Terullius.
Xavier and Laen begin the process of appraising and selling their gear. Midd introduces them to several contacts, and they spend the day acquiring estimates, bargaining and price-comparing. Thorhal visits Commander Hayn from the Knights Lonusso and pondering the significance of his near-death-and-a-bit-further-experience. He stops by Korban's house from the Knights Paeso who enquires on the progress of his quest and listens intently on the details of his last adventure.
Grymdoin wanders the streets, disgusted at the obvious lack of quality in the city's craftsmanship, and disappointed that the last 'ruin' was nothing more than an overrated country chapel.
Evening falls and everyone but Xavier return to the Cathedral (Xavier is out on 'business', apparently). Laen is excited from the days profits, however Thorhal is becoming clearly uncomfortable, and barely a word clears the rim of Grymdoin's ale mug the whole evening. Each day seems to pass with growing anxiety. Xavier seldom returns to make contact, and the party are becoming bored with their comfortable lifestyle.
Fireday, the 3rd of Terullius.
The day passes laboriously. That evening it is decided the time has come to fulfil Old Sol's quest. They retire without ceremony that evening. Grymdoin is invited, and gladly acquiesces.
Waterday, the 4th of Terrulius.
The party rise with the sun and begin planning their next excursion. Examining the map Old Sol gave them it is roughly five days travel north to the Karune Mountains and up the Mab-Ludremon (Mabremon) valley. They spend the day gathering provisions and making preparations.
They tell Father Cathon of their plans. He says that they should stop by the church in Gassell and speak with his friend and colleague Father Campbell, to establish an emergency contact.
Midd manages (somehow) to locate Xavier. He's still busy, but says he will rendezvous with the party either en-route or in Gassell. The party will leave directions with Father Campbell.
With everything packed, the party sleep one last night before their next great adventure. On the morning, they ride.
GM's Notes:
- Obstacles overcome:
4 lesser zombies CR1/3 => 400XP /4 PCs = 100XP each
8 lesser zombies => 200XP each
Xavier = 9262XP (82% to level 5)
Laén = 9262XP + 300 = 9562XP (89% to level 5)
Þórhal = 8000XP + 300 = 8300XP (58% to level 5)
Grymdoin = 3000XP + 300 = 3300XP (10% to level 4) - Dude, where's my XP?
Yeah, 300XP for the session is stingy. It raised the question: what is more important, xp or story? Giving the xp from the 'flashback' is sort of a booby prize, since you didn't do any combat this this session. Being lean on XP has the secondary benefit of extending the length of the low-level game. Since certain story elements happen at certain 'levels', slower level progression also means more side-quests. Let me know if it's not your cup of tea. - Flashbacks:
I liked the flashback. Even though none of the 'pre-fall' characters play any more, the party used their 1st level characters and 'dreamed' the session. It gave a different slant on the story, and a feel for the depth of history which is in Echoes. There's a lot of information in the world, and it's hard for me as the storyteller to convey it all across accurately. An adventure which explores different times and places adds volume to the world. The players seemed to like it too, so I think we'll continue to do them in future. - Tired DM:
Yes, everyone knows I've been stressed recently. I don't think I know anyone I haven't told. ;) Now I've got a little time off, so I can do some proper planning for the session. I think that the 'dark times' are now over. Yay! - New Player: Welcome Ludo and Grymdoin his dwarven cleric.
2 comments:
I liked last session. There was not much 'action', but I enjoyed the talking and roleplaying.
The flashbacks are nice because they add depth to the whole world. I vote to keep them up!
Cheers, Stefan
Flashbacks are cool. I want to know more about the past and actually playing in the past is even better than researching it.
I also don't mind little XP. As long as it's entertaining, I couldn't care less.
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