Yesterday, the Sunday gaming group players continued their play in the
Atlantis: The Second Age campaign. This was the first time the Sunday players have gotten together to play since early May, due to Tammy's schedule and a few other Real Life(tm) aspects, so it was a pleasure to get back to their campaign. You can read about the previous game session in this
journal entry. This post is somewhat 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:
Alethia (Tammy) - Saturnian Mercenary
Dubaku of Ophir (NPC) - Ophirite Sorcerer
Orabela the Silent (NPC) - Balam Tharshi Thief
Koralo Keen-Eye (SteveR) - Tharshi Scavenger
19th Ululu, Year 506 Meta Kataklysmos (M.K.)
Before setting off for the Lady of Hesperia, the player Heroes search the area to see what they can find. They notice that the conditions on the weathered reef are slippery and that the coral is quite sharp. The player Heroes set off for the Lady of Hesperia, the winds making the trip to their wrecked vessel even more dangerous. Koralo Keen-Eye and Alethia have a tough crossing of it, taking razor-like slashes and cuts from the sharp edges of the coral [taking 2 Hit Points of damage each; Alethia spends 1 Water Atman Hero Point to make the trip]. Dubaku cautiously makes his way on the weathered reef, but suffers a couple of wounds [and spends 2 Hero Points to negate 8 points of damage]. The cat-like Orabela nimbly makes her way through what she calls "an obstacle course" at one point, without any harm. The player Heroes stop to take a bit of a rest, and attempt to focus a bit through the pain [each character succeeding at a Resolve check].
The player Heroes see that they are three-quarters of the way to the Lady of Hesperia, and Orabela tells the others that she can make out figures moving on what's left of the ship. However, it is Koralo who spots several creatures emerge from pools of water that dot the weathered reef - spider-like pinkish gray creatures with seaweed-like calcified limbs with a translucent appearance to them, some eight in all. Orabela recognises them from her time spent at sea; they are reef spiders, that feed and scavenge on the dead and occupy shallow points in the waters of shoals and reefs. At first the player Heroes are hard pressed by the reef spiders, until they realise the perfect weapons for striking them are those that they can thrust. Koralo is able to kill two of the creatures, Alethia, Orabela, and Dubaku killing one creature each [Koralo gets 5 Renown points, each of the other Heroes gains 1 Renown point], the other three reef spiders fleeing back into the weathered coral for safety. The fight is short and none of the player Heroes are harmed, though they are disgusted by the pinkish ichor that passes for the creatures' blood.
The player Heroes continue on to their destination, but find the terrain becoming even more treacherous, the coral being even sharper than what they've already encountered. Alethia takes several slashes from the coral that hinder her movement [and cause 6 points of damage, though she spends 1 Hero Point to absorb 4 points], and both Dubaku and Orabela are slashed by the coral somewhat [for 2 Hit Points of damage each]. The player Heroes finally arrive at the Lady of Hesperia, and find that Captain Frake and much of the crew has survived the storm. Frake tells the Heroes that Karassi is alive and well, though she's been a bit withdrawn as she thinks the player Heroes may have died. Several of the crew toss ropes over the side, and the player Heroes climb up to what's left of the ship's main deck. After being reunited with Karassi, who is very obviously relieved to see the player Heroes are still alive, Captain Frake takes the player Heroes aside and talks to them about the state of the Lady. Frake says that the ship is not seaworthy, but after leading them to the rear of the vessel points out a vessel that has also been washed up on the reef, but that appears to be intact from this distance. He wishes the player Heroes to undertake a trip to the wreck, determine if there's anyone alive on that ship, whether it's seaworthy, and if the vessel can be used to escape the reef. The player Heroes agree to go to the vessel, which lies some ten minutes away or so, but since they don't really have anyone to assess the condition of the ship, Captain Frake agrees to send one of the crew with them, [Dovid] Hovath, one of his able seamen. Orabela says that he looks young and inexperienced, but Hovath says that he'll get the job done, mark his words. Captain Frake says they should leave as soon as possible, and the player Heroes and Hovath go and gather up what they need. Alethia takes her standard weapons, but only wear a medium cuirass (PR5), the other Heroes wearing only light, leather armours (PR2), though Orabela wears no armour at all, preferring to rely on her agility and skills.
As the player Heroes and Hovath set off for the stranded, hopefully intact vessel, a fog rolls in. Hovath says this indicates a change in the weather, possibly cooling temperatures. The characters continue walking in the direction of the ship, their vision partially obscured by the fog, and Dubaku tells the Heroes to stop. Using his magic [a Sensory spell], Dubaku says that the weathered reef becomes easier to walk on closer to that ship, and that he can see something moving in the ship's direction. In answer to Alethia's question, he says he cannot tell if the movement is at the ship or closer to them, as the fog is causing all sorts of problems to his wielding the magic. [Only Orabela has noticed that Dubaku's eyes have changed to those of a bird of prey, but she doesn't mention anything to the others.] The player Heroes continue their approach to the other stranded ship, and make out that the vessel is a small, single-masted sloop that has been run aground on the reef. The ship's keel is cracked in two places and the mast is snapped near the middle. Koralo recognises the ship [on a successful INT roll with a DoD-3] as being the Zapporo's Folly, a Tharshesh pirate ship known for its bad luck and its hapless master, Captain Lorca. The player Heroes notice there are two climbing ropes hanging from the ship, and approach closer. Orabela spots footprints in the area and around the ropes, definitely human, and tells the others, adding that there was someone aboard the ship but they climbed down and left, perhaps looking for other people or searching for parts for the ship to make repairs. Looking at one another, the player Heroes decide to climb up and board the sloop.
Boarding the Zapporo's Folly, though Dubaku has a few problems climbing up to the ship's deck and is finally lifted up to the deck by Alethia after tying a rope around himself, the player Heroes look cautiously around. The vessel's deck is relatively intact (but see above), though there is still some seaweed and other vegetation on the deck. At the bow of the main deck there appears to be a wet blanket with something underneath it. As the player Heroes move cautiously, slowly towards it, there is a scream from the stern of the ship, and a wild-eyed man wearing pirate clothes that have seen better days comes charging at the player Heroes brandishing a large axe. Taken by surprise, the closest Hero to the madman is Koralo. The madman attacks him with the axe, inflicting a nasty wound that gashes his side, going right through his armour [and does 4 points of damage, after Koralo spends 1 Hero Point to absorb another 4 Hit Points of damage]. While the others draw their weapons of choice, though they are too far from Koralo to help him, the latter faces off against the madman and is able to calm him down somewhat. The man drops the axe and starting to scream, runs for the ship's rail. Putting on a burst of speed [and spending a Hero Point to do so], Orabela tackles the man before he can reach the edge of the ship's deck. He instantly becomes subdued, as if all his energy has been exhausted, and the madness disappears from his eyes.
The [oddly black skinned, though that is only noticed in passing by Dubaku] Tharshi man still seems somewhat frightened, but he tells them his story when asked. He tells them his name is Segetori, that he is originally from Tharshesh, and that he's one of the pirates of the Zapporo's Folly under Captain Lorca. He tells them that the Folly was shipwrecked on the reef during a storm, and that the rest of the crew have gone to investigate the large galley visible in the distance. Captain Lorca wants to find serviceable timber to repair his ship. Segetori refused to go, offering instead to stay behind and "guard" the Folly. When asked why he decided to do so, Segetori says, "That galley's cursed, I tell you. I can smell the evil she gives off from here." Dubaku regards the other player Heroes, saying that there's a strong sense of magic in the area, and emanating from the direction of the galley as well. Segetori seems confused as well, saying that Captain Lorca and the crew have been gone for either a day or that they left earlier that morning. The player Heroes debate going to the galley to investigate, and while Hovath agrees to accompany them (as he can evaluate the condition of the galley), Segetori is adamant that he won't go to the galley with them. However eventually, when he gets the player Heroes' promise that they will protect him, he reluctantly agrees to accompany them as well. Both Alethia and Orabela are suspicious of him, however, and voice this to Koralo and Dubaku quietly.
Koralo asks Segetori if he wants his axe back, to which the pirate replies, "What axe?" He's puzzled by their questions about the axe, but is even more puzzled by the fact that he's back on the Folly, and doesn't remember much of anything after Captain Lorca and the others left for the galley. He doesn't remember the axe at all, and wonders how it got on board. Dubaku looks at the axe, and sees that it has runes on the blade and the haft of the weapon that he can't read, but knows they are an ancient language from the First Age. [He spent a Hero Point on the Lore (Arcane Arts)) roll.] Dubaku shivers, as he tells the others that he can sense the evil of the axe.
Koralo attempts to pick up the axe, and when he does so, has a vision of his imminent fate [he gains 1 Fate Point doing so]. His primary hand, with which he touched the axe, goes black [and he takes 2 Hit Points]. He drops the axe like a hot potato, but the damage has been done [and the connection has been made]. The axe, with an oily, seductive tone, tries to seduce him into picking it up again, and it succeeds through both taunts and appeals to his desire to find the fabled Staff of Karazok, and free the poverty-stricken citizens from their Tharshi overlords forever, and bring a golden age to Tharshesh and its colonies once and for all [his Destiny]. [Koralo fails his Resolve check with a DoD-5.] Unable to stop him in time, Alethia, Dubaku, Orabela, Hovath and Segetori watch in horror as Koralo picks up the axe: his skin goes black, and he starts to develop scales almost like those of a snake. To the other Heroes, Koralo appears to be almost frozen, as if some great battle wages within him. In his mind, Koralo learns from the axe (whose name is unpronounceable) that he is a tool and weapon forged by the Ophidians in the ancient days with a personality modelled on that of its artificer, and it offers him power and a willingness to fulfill his destiny...or perhaps seal his fate.
Dubaku attempts a spell to hopefully free his mind from the "influence" of the axe [using the Influence mode], but the strength of mind of the axe is too powerful, and the Ophiran sorcerer is stunned. Seeing Koralo starting to turn into a snake person [Ophidian, an agent of Set, in her mind], Alethia makes a desperate attempt to disarm him of the axe before it gains full control. [She spends 2 Fire Hero Points on the attack to do so.] Swinging her longsword at Koralo's sword arm, there is a flash of bright, black light, the axe goes flying from Koralo's hand over the rail of the Zapporo's Folly and out onto the weathered coral, and Alethia's sword shatters into thirds. Koralo goes unconscious, and his body starts to revert to its normal appearance, but two black spots appear on the fingers of Alethia's sword arm. [Alethia gains 10 Renown for her actions, while Dubaku gains 3 Renown for his attempt.] Segetori is curled up into the fetal position, but Orabela can hear him muttering nonsensically. However, strangest of all, Segetori's appearance has changed to that of a typical Tharshi, olive-skinned and black-haired.
After several minutes, Dubaku recovers his senses and learns from Orabela and Alethia what has happened. He goes over to the railing of the Zapporo's Folly and looks out to where the axe landed. There is no sign of it anywhere on the coral reef that he can see. Koralo recovers and wakes up some ten minutes later, and the player Heroes realise he has no memory of the events that have played out, his last clear memory being the player Heroes' arrival at the Zapporo's Folly.
Sunday afternoon's session of the
Atlantis: The Second Age RPG was a pretty decent one, and one that had a little bit of everything for the players to deal with. The two players told me they really liked the sequence of crossing the weathered coral, and said there were a couple of good surprise twists along the way. While Tammy and SteveR's characters (Alethia and Koralo) don't work together all that well most of the time, she really stepped up to help him this session and prevent him from becoming a *censored!* after picking up the *censored!* (not going to spoil it for you readers, go read the entry under the cut hehe). He told me after that the decision to pick up the *censored!* was totally in character (failing the Resolve check also helped), but he's glad that things resolved the way they did. Tammy, on the other hand, seemed more upset at losing her longsword during the sequence, but she said that she did what she did as it seemed the right thing to do in the circumstances. :) Both players told me that they're looking forward to seeing how the story goes forward and what awaits them at the galley.
Overall, I had a good time and a lot of fun running the session of the
Atlantis: The Second Age RPG campaign, and am rather looking forward to the next session (which will hopefully not be separated by a month's gaming from this session. Whenever that will be). :)