A continuation of this post. It should be noted that we wrapped this campaign after Session 16, and I only took detailed notes for the first four sessions. That said...
THE HEROES (level 3)
Fitzy, Air
Genasi Sorcerer/Fighter.
Teka, Human Fighter.
Jezebel, Human Fighter. Courageous and unflinching.
Moonblossom Honeywine, Wild Elf Bard. Impulse control issues.
Crimsonbeard, Dwarf Rogue. Weird and gross.
Teka, Human Fighter.
Jezebel, Human Fighter. Courageous and unflinching.
Moonblossom Honeywine, Wild Elf Bard. Impulse control issues.
Crimsonbeard, Dwarf Rogue. Weird and gross.
A number of players were missing so their heroes just
sorta “ghosted,” like if this is game a movie/tv series, the absent characters
still show up on camera, but they don’t have any dialogue in this episode and
they get a reaction shot at most. They’ll rejoin the story on an appropriate
story beat.
SESSION 3
Our heroes (plus Crimsonbeard),
still reeling from their fight with the lizard-man negamancer and his primate
thralls, gather their wits and set off deeper into the maze.
They find a room with a glowy
orange pentagrammatic ward on the floor, a table, a vase, and a note stuffed in
the vase. Fitzy uses levitate on Crimsonbeard, who does a mid-air Michael Phelps and backstrokes his
way through the air to the vase. He grabs the note, and everyone stands around
for a while as he reads lurid love poems that just go on too long. They enter
the room, muck with the pentagram, get some orange dust on their boots, and
keep pushing.
Another room. A fancy rose in a
vase on a table. Detect magic says
it’s magical, but nobody rolls high Arcana so it’s just a rose, whatever, who
cares. [Perhaps amusingly, this rose will be the last thing they steal on their
way out of the Maze]. The door on the far end brings them face-to-face with a
band of five Oku (random encounter).
They don’t immediately start
stabbing the Oku this time. [Fewer PCs and less wine at the table, I’m
guessing]. They get into a discussion; the Oku are searching for a lost
treasure – the jewelry of Chronia Torn (I
said “nipple tassels” for some reason, so OK, it’s canon now that Chronia has
some fantastically expensive nipple tassels) – and they could use some
helpers. Of course, the Oku are only rational for a fraction of the
conversation, so planning this heist turns into an absurdist farce pretty
quickly. Moonblossom, true to form,
gets bored and opens another door.
She finds an enchanted
hourglass. As the sands fall, it plays beautiful music (I think someone had swapped
out our usual soundtrack for some chillstep, so I just cranked the volume and
said, “This is what you hear.” And it fit!) Moonblossom snatches it, examines it, and Crimsonbeard figures out how to carry it just-so, because it’s huge
and fragile and expensive, and the enchantment is limited. Fitzy says, “Let’s bring it to Lady Capelli!”
and honestly, it’s a good idea.
They finish plotting with the
Oku – the bird-men go north and leave a contact, Yarrow, in the room with the rose. They muck around in the campsite-hallway
some more: They find some hypno discs, some crazy books – lot of neat stuff but
it’s not relevant, not yet, so I’ll just say it’s pretty groovy and let it be.
Then it’s back across the freaky
white room where 94% of Session 2 took place, past the screeching shell and the
Escher stairs, and there they are, standing in the dragon-lady’s presence. Lady Capelli is surprised to see them.
She’s lost in thought and they startle her out of it. Moonblossom leads with her rendition of The Hourglass Song, and Crimsonbeard emphasizes that it’s not
the actual song, just a tribute. Then his player starts blasting Tenacious D
over the chillstep, and it goes on way too long, and Moonblossom botches the
perform check to impress Lady Capelli anyway so it all works out, actually. A
practical Teka has noticed that nobody brought rations: She asks Lady
Capelli for some food and water in exchange for completing the task, and Lady
Capelli obliges. She draws a picnic spread on the walls in her own blood, then
speaks a few bone-shaking words of power, and bam, three days’ worth of
hardtack, pemmican, lard, and Chardonnay for the entire party. Lady Capelli is
unimpressed with their opinions regarding the music but, pleasantly distracted
and seeking to distract herself further from her task of destroying the
library, she gives the heroes another job: She wants art, and it had better be
an ironic commentary on the music they just brought her.
The party asks her some decent
questions this time and learns some of the history of the Maze, the Selenium
Isles, the Oku, the Reptile Empire, the Triarchy, and the Medusa. Nothing deep, just surface level stuff really, but
enough to have some actual context for the maze and start putting together some
edge-pieces. Lady Capelli is being helpful, but astute heroes understand she is
not to be trusted…
We check the clock – we’ve gone
way late – and decide to wrap the session here.
The closest I'm going to get to a pic of Lady Capilli without drawing something myself or wasting the whole afternoon. By Reverie-drawingly @ Deviantart. |
DM NOTES
Lots of exploration and a good flow of events. Nobody
even noticed that we didn’t have a fight until I mentioned it while I was
cleaning up. A smaller group was a more focused group. I’ve also gone
unintentionally light on the random encounters to this point, so I’m going to
open next session with some lost, bloodthirsty Orchid-Men and see how it goes.
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