Last night (Thursday), the Wednesday night players continued to play in their
Chill 3rd Edition RPG campaign. Here are the game session notes. You can read about the previous session in this
journal entry (from back in early December). This blog entry is relatively long, so I've put it behind a cut so that folks who don't want to read any detailed rpg posts don't have to.
CHARACTERS:
"Jana Kraczmir"/Janet Knosatin (Donna) - Television Journalist
Matthew Wilkins (DavidW) - Farmer
Wendy Davis (Kendall) - University Student
Alanna Blackwater (Crystal) - Casino Worker, Fortuneteller
April 14th, 2014 (Monday)
The player envoys spend the rest of the day relaxing, attempting to recover from their injuries somewhat. Janet Knosatin calls Halle Whadjat, and the SAVE operative is pleased to learn that they've been partially successful. She tells Janet that she's looking forward to the cell's full report. Janet informs the other player envoys of what Halle said, and the group decides to retire for the evening, as they need to figure out the final pieces of the puzzle the next day.
Unable to sleep, Wendy Davis decides to pour over the small journal that they obtained at the Orbach farm once more. She does some reading of the journal at selective points, and gets a better picture of what happened between Henry Orbach and his wife, Millie. [She rolls a High Success on her Investigation Skill.] The relationship between Henry and Millie was a loving one at first, and she was devoted to him. However, his long hours working on the farm made the lovely Millie feel neglected, and she began an affair with one of the stable boys, John Williams, whom she didn't love but who gave her what Henry couldn't at the time. On the 22nd of August, 1952, Henry discovered his wife's affair with John Williams, and confronted her. Never one with a mild temperament, he attacked her and she was forced to kill Henry, using a pitchfork that was coincidentally in the kitchen at the time. Wendy decides that there's something missing, but she's too tired to continue, and goes to bed.
Tuesday, the 15th, dawns cold and bright, but warms up somewhat as the day goes on. The player characters are all somewhat bright-eyed and bushy-tailed, other than Wendy, who's a bit tired. She tells the others what she learned reading the journal, and Janet and Matthew Wilkins are pleased with her. While Alanna Blackwater volunteers to go through the journal again, to make sure Wendy didn't miss anything, Janet and Matthew decide to wander around Stittsville, and see what they can learn about the Orbachs that they might not know already. Wendy heads back to bed for a couple of hours of shut-eye, and the others go about their research.
Alanna spends the next couple of hours going through the Orbach journal, but learns nothing new. She doesn't feel that she's missed anything, but just in case, she attempts to Sense the Unknown [she turns a Token Dark], but there is nothing occult or supernatural about the journal itself. Matthew and Janet travel around Stittsville and do some research and talking with people, but don't learn anything new, as most of the people who live in the area now don't really know anything about he Orbachs (it was before their time). Janet tries to glean what she can from local newspapers again, but with no luck. Matthew tells Janet that he's going to play a hunch, and goes off to visit one of the local farms near the Orbach place. He lucks out, as "Old Man" Harshaw is able to tell him that his wife, Rachel, God bless her soul, told him several times that poor Millie Orbach was never the same woman after the death of Henry, whom she adored. She once confided in Rachel that she felt that her first husband's death was her fault, morally, but that she'd been absolved of the crime by both the church and the law.
Matthew and Janet return to the hotel, and meet up with Alanna and the now awake and rested Wendy. The player characters discuss what they've uncovered, and Wendy says that she doesn't think there's anything left to learn about the Orbachs. Alanna tells the others that her instincts are telling her that the spirit of Henry Orbach is guilty and restless over what it/he did all those years ago. The player characters decide that they need to confront him about his guilt, and see what he has to say for himself; if they can get him to admit his guilt, they might have a chance.
Making what few preparations they can, the player characters drive back out to the Orbach farm, leaving the vehicle about 1/2 mile away from the farm proper. They make their way back to the farm on foot, Matthew warning the others to be prepared for anything. Ascending onto the front porch, they make their way through the main entrance, into the hallway, and pause there. Alanna suggests that since Henry Orbach was killed in the kitchen, that's the place they need to confront him. The player characters cautiously make their way to the kitchen, and find that it looks exactly as it did when they first entered it.
After Wendy puts up a Sphere of Protection around herself [turns a Token Dark, loses -10 WPR], Alanna boldly calls upon the spirit to manifest itself. A cold wind whips through the kitchen [turn a Token Light], but the player envoys are not phased by the creature's ability this time, though Alanna is shoved by a hard, unseen force [turn 2 Tokens Light], slamming into the counter and suffering an injury [Minor Injury, loses -5 STA]. Matthew shouts that they aren't afraid of it, and that they know what happened, and want to talk. The wind dies down, and the creature begins to manifest physically - in the form of a relatively innocuous dark-haired, glasses wearing farmer in typical garb, but with several gaping tine wound marks in his chest. The envoys successfully make their Revulsion Resolve checks [all but Matthew, who takes a Minor Trauma, and suffers -10 WPR loss].
Alanna, Wendy, and Janet lead the way for the player characters, telling the creature that was Henry Orbach what they know, and what they suspect. The ghost of Henry expresses his regret over what happened and making "my dear, sweet Millie" commit the atrocious act, and says that he/it is also guilty of letting the situation arise that led to Millie's affair. Janet convinces the spirit that was Henry Orbach that his guilt is absolved, and that he can go to his rest. [She turns 4 Tokens Dark, for a +40 to her TN, and gets a Colossal Success, turning a Token Light.] The others reinforce the message, and Wendy shows the creature the entry in the diary where Millie shares similar thoughts on the matter several years later, and that she blames herself for everything that happened. With a whisper and a sigh, the spirit of Henry Orbach fades away, leaving the odour of hay, manure, and a small bit of residue on the ground of the kitchen.
Some two days later (Thursday, the 17th), the player envoys are sitting in their favourite coffee shoppe when Halle Whadjat comes in. She joins them at the table, and tells the envoys that she's gone through the reports they filed of the case, and that she's rather pleased with their performance. Especially due to the presence of two creatures of the Unknown]. She tells the characters that they are off duty for as long as it takes them to heal up and regain some mental stability after their ordeal at the farmhouse. The player envoys regard one another, and all agree that they don't think they'll be visiting a farmhouse any time soon... other than Matthew, who tells them that he's come to appreciate the relationship he has with (his wife) Alice moreso now, and can't wait to get back to "life on the farm". For a little while, at least.
Thursday night saw the Wednesday night group play another game session of the
Chill 3rd Edition RPG, and this was the first in a while. The group had last played almost a month ago, having to miss the sessions due to the bi-weekly schedule for the game and due to the Christmas and New Year's festivities, so it was good to sit down with them and do some more gaming. I was really pleased to get this session in, and the players were able to wrap up their first
Chill 3rd Edition case, and did it in fine style, too! Everyone around the table agreed that they had fun playing the game, and that the game system and mechanics are really good. They aren't sure what they want to play next week (or is it the week after?), but told me they're looking forward to gaming again.
Overall, a good wrap-up for the Wednesday night case, and the first "Wednesday" night game session of 2016. Looking forward to doing more gaming with the players, though I do hope they decide to go on with the
Chill 3rd Edition campaign. We'll see what happens.