Yesterday, the Sunday gaming group players continued their play in the
Atlantis: The Second Age campaign. Here are the game session notes. 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.)
[The game session began with the players wanting to do some samples of combat where magic is involved, so that's how I started the session. After three different samples of magical combat, which took about an hour, the players had me go over the rules on Hero Points and the Atman values, which we did. SteveR then talked to Tammy and myself about how his Atman values translated somewhat to personality, and after some time on that topic, we broke for 20 minutes for an afternoon break. When we returned to the table to game, I started in with the new adventure...]
It has been some ten (10) days since the Lady of Hesperia left the port of Tartessos and started to make her way in the direction of Atlantis and the island nation of Hesperia. The four Heroes have gotten better acquainted during the trip, though no distinct friendships have arisen as of yet. Alethia has kept an eye on Koralo Keen-Eye, as she doesn't seem to have warmed up to him and certainly doesn't trust him as yet. She still laments the fact that she had to sell her horse back in Tartessos, as it wasn't practical to bring it aboard ship for such a long voyage. The young pregnant woman from Ku, Karassi, has not been a bother, though she has spent a good amount of time above decks. Karassi has seemed somewhat distracted at times, and at one point tells Orabela that they will be docking at Phadris or Chersonopolis on Hesperia, but not aboard this vessel. This has Orabela worried, and she tells Dubaku what Karassi told her, but the sorcerer does not seem all that concerned about matters. Orabela the Silent has observed her, and while several of the ship's crew have approached her, the crew of the Lady of Hesperia consider her an ill omen aboard ship. Dubaku of Ophir has helped aboard ship, using his magic to provide sail during a couple of days when the wind was not favourable or was lacking. He and Orabela have talked about several matters, and have kept an eye on Karassi for most of the trip thus far. As for Koralo Keen-Eye, he has helped the crew of the ship to a degree, and has spent some time aloft in the crow's nest. The captain of the Lady of Hesperia, Edvarn Frake, informs the Heroes that they should be arriving in the westernmost port of Hesperia, Chersonopolis, within the next week or so, depending on the currents and the winds. Frake also tells them that aside from the dangers of the seas themselves, there is also danger of the Gorgon ships that travel the area, trying to make an inroad into the Hesperian control of the seas in the region, as well as attacks by the Khemite ships that also come to this region.
However, the weather is not kind to the Heroes or their vessel. As evening descends, the Lady of Hesperia is battered by a storm of ferocious and deadly force. Morning finds the Heroes clinging to pieces of the wreckage of the Lady of Hesperia. They have seemingly washed up on what appears to be a coral reef of some sort, gusting winds and hard rains still battering them. [The Heroes each have very basic equipment with them and any weapons they had on them at the time of the ship's encounter with the storm, but were not wearing armour, all other items appear to have been lost during the storm.] The player Heroes are able to find each other and join up, but there is no sign of Karassi or any of the crew of the Lady of Hesperia - or of the ship itself.
Once the four Heroes have gathered together, they finally find themselves at one of the edges of the coral reef. They take stock of their equipment and surroundings, realise they are lucky to be alive, but that they have merely the basics. Both Koralo and Orabela are able to make out what appears to be the wreckage of the Lady of Hesperia, washed up on the reefs, but notice that there are several other beached vessels as well (most of which are completely not sailworthy). The Heroes see no sign of their allies from the Lady of Hesperia, other than a few bloated corpses floating in the water nearby. Orabela tells the other that Karassi and the rest of the ship's crew must be on board the wrecked Lady of Hesperia. As the wind and the rain finally abate, Alethia and the other Heroes decide to try and traverse the large coral reef in the area and make their way to the wreckage of their ship.
Sunday afternoon's game session of the
Atlantis: The Second Age RPG campaign was the first session of the game that I had run since back in 2015, and so it took a bit of time during the session to get back into the swing of the sword & sorcery feel of the game that I wanted to have. As noted at the start of the session entry, the players wanted to do some combat involving magic to see how that worked, and that went pretty well. The sequence that followed, talking to SteveR about his character's Atman scores and how they shaped his personality, took longer than I expected and so the actual (re)start of the game play itself didn't give me much time for the rest of the session. Still getting used to the new GM Screen that I whipped up (with SteveR's assistance) and the other various papers I use to run the game, though. I thought it went pretty well, to be honest, and was pleased with some of the character interaction. Should be interesting to see what the next session holds in store.
Overall, I had a fun time of running
Atlantis: The Second Age again with the Sunday group, and the players seemed to have a decent time of it. Looking forward to the next session. :)