Showing posts with label Bartertown. Show all posts
Showing posts with label Bartertown. Show all posts

02 December 2014

Earthdawn: Adventure Log 31 - Night Horrors

This is the thirty-first Adventure Log in an ongoing series about Earthdawn. Introduction and Index.

The life of an adept is not an easy one, particularly when you are embroiled in local politics and the threats from other Namegivers, in addition to the gnawing threats at the very fabric of the world. There are many hard decisions which need to be made. At times, the hardest decisions are those to bury the truth and make deals with the proverbial devil at the cost of your own soul for the betterment of those around you. Sometimes those decisions come back to haunt you.


Adventure Log – 031 Night Horrors

Written By: Bongani Kreskas

Date: 01 Raquas –  06 Raquas, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Ting the Swordmaster


Bartertown has been terribly damaged, but the people are rebuilding. Maguk(1) has taken command of the city, but he is poorly suited for the role(2). Mismatched Steel spends a couple of weeks recovering, but we must continue on our way soon.

The white shadows continue to harm the people. I feel compelled to help. Children are killing their parents, then themselves(3). We require money for research and equipment, but we must travel to do so. Elmod and Honeysuckle go to Throal to sell some of our true elements. Ting and I try to track down the Horror in Bartertown.

The children murder their parents in their sleep. The victims all have an astral sigil carved into their foreheads. I was able to look away, but only barely. I go to Throal to give the information to Elmod. White shadows are from a family called despairthoughts.

We track the corruption to the poor section, where a concerned ork couple frets over their child. We have to break in, but are able to convince the father to trust us. He mentions Fazuul(4), a doctor in the city. I examine the child, but it appears to be a preventative measure.

Elmod looks into the astral plane and sees a white shadow. It attacks him. We leave the house with Elmod guarding the child, and the rest of us seek out the "good" doctor.

We come upon him in the midst of packing, and encourage him to stay and discuss the situation with us. He opens his mouth and screams. We put an end to his Horror-marked life. Maguk and Omasu(5) arrive and we are exonerated of any wrongdoing. He recommends that we meet with Fastoon(6) to craft a good lie.

We read his journal and learn that Fazuul visited the village that Mismatched Steel burned last year ("Shepherd," I'm told)(7). He notes a location in the final pages that might be the resting place of the Horror.

We take the body to Fastoon, who is happy to exchange favors for favors. Fastoon suggests we employ steel weapons against the Horror. He also provides a discreet way out of town and we head South.

We find the burned out husk of Shepherd. Using the journal we find the spot the doctor spoke of. It is a tainted place. We search the area and find a crevice. It is the source of corruption, and it whispers to us in subtle voices.

All is lost.

My friends have betrayed me.

I must kill them before they kill me.

I will not be a slave again.

We see the crawling pink beast before us, then leap to attack.

We are victorious.

Ting and Honeysuckle are grievously wounded, but Elmod's magic saves the day(8). We return to Bartertown as heroes.(9)


*     *     *
(1) Interim leader of Bartertown and Warrior adept in charge of the local mercenary/police force. He is a long time associate of this group. See entry cataloged under: Adventuring Groups: Miscellaneous: Mismatched Steel - 004 for the first entry.
(2) We don't even need our sources to know things are going to boil over again if he isn't replaced. This situation needs to be watched; whoever replaces him will have an agenda.
(3) This is not the first we have heard of this; see entry cataloged under: Adventuring Groups: Miscellaneous: Mismatched Steel - 029.
(4) Fazuul Chemyrl (non-adept) is an alchemist and physician has been a fixture of the community for quite some time, frequently donating time and resources to those who cannot afford his services. He often travels to the nearby mountains for rare plants with alchemical and medicinal properties.
(5) It's good to see Omasu is still around, but surprising. He is probably the only thing keeping things from going horribly. Once he leaves...
(6) Fastoon Julari Makanth Phunkot of Iopos is a known Nethermancer (possibly other disciplines, but unconfirmed) has a long history with this group and deep connections to the Denairastas family. The more I learn about this guy, the more I do not like the fact he is just outside. For additional information regarding his background and activities compiled from all sources, he has his own file in the Amber Threats.
(7) This was an unpleasant affair for everyone, including the Eye of Throal. See Adventuring Groups: Miscellaneous: Mismatched Steel - 005.
(8) It is distressing just how close to Throal this was operating. Fazuul was active within the kingdom during the period he was likely marked. He was likely operating where there was minimal chances for detection - the poor orks, which makes my gahad burn.
(9) Received and edited by Ela Pono

There was a considerable break (months) in real time since the last session. Instead of keeping it light to get everyone back, this was a rather dark session. In some ways, it felt like coming back for the new season. A threat which had been foreshadowed for quite a while finally had to be dealt with on the backdrop of a city putting itself back together. It was also raining the entire time.

The fallout from the closure to the previous arc was present everywhere in Bartertown, for better or worse. While the clash between the two factions was over, there was still a huge mess left behind. In particular, there was no good leadership in place. The person thrust into the role is, quite simply, bad at it and doesn't want the job. In the end, it is always those who have the least who suffer the most.

Everything about this was quite nasty and grim. From the families who were simply terrified and putting their trust in the wrong person, to the deals which had to be made to protect the little hope they had left, to the conflict with the Horror when it was found. A trip back through Shepherd dredged up some ugly memories as they recalled what exactly happened in that place and had to explain it to the new characters (and a new player). The story itself was an attempt at a noir-influenced investigation, Earthdawn-style. Which makes the despairthought the femme fatale?

19 August 2014

Earthdawn: Adventure Log 30 - Can't We Get Beyond Thunderdome?

This is the thirtieth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.

While the conflict between Thera and Throal is at the forefront, there is another conflict brewing the background. Iopos is moving pieces into position - well, eliminating key pieces to create maximum disorganization on all fronts. Their true goals have always been concealed within larger plots, and what exactly those are is a mystery to the few who have noticed their actions.

Adventure Log – 030 Can't We Get Beyond Thunderdome?

Written By: Ting the Merciless of Urupa

Date: 12 Gahmil –  14 Gahmil, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Coriolis the Swordmaster
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Ting the Swordmaster


I find Rasp. We have a lovely evening in town fighting in bars and enjoying a nice few rounds of pit fighting.

Next day consists of plotting our moves with the spy(1). We find a consensus and the group separates to start gathering forces.

Shortly after splitting, half the city bursts into flame, and a number of mercenaries start attacking anyone moving. Most of the violence avoids me, and I am told that the attack is to draw out and kill Bleys. So I head to the forge to help... bodyguarding. Everyone is waiting there, minus Honeysuckle. Elmod brought his girlfriend.

Honeysuckle shows up know the location of Antien, and we gather together to head out. Bleys is really irritable and suits up to come with us, but as we wander by Whisperwind, he gets distracted by some magic map(2), and we hire the mercenaries to join us(3). We head up to the enemy camp. On the way, we witness some K'tenshin(4) assholes fire bombing a building and set to stabbing them, and finish our way to the fort they have made.

Bongani throws a firebomb we looted from the t'skrang among some guards in front of the building, though it bounces quickly off the walls and explodes elsewhere. Honeysuckle opens the gate, stabs a few guards, and finds a secret door Antien bolted down.

Bongani leads us through the underground maze bringing us to a warehouse with a stone airship, Antien, and five of her bodyguards. Antien and Coriolis square off, and the rest of us focus on the dwarfs, but these were experienced men and not easy to bring down. Just as we started cleaning up, the hired mercenary band finally shows up with Tarr to help. Everyone left drops weapons.

Shortly afterward, Tarr has a public exhibition with Antien and what was left of her Swordmaster goons to speak their crimes and be dragged off. After a very dramatic moment of Antien crying out how Maester Bleys is in charge of Bartertown, Tarr is hit with an arrow in the throat, where he is revealed to be Maester Bleys(5) and then dissolves into a liquidy flesh puddle(6).(7)


*     *     *
(1) We need to find out who this is and what it means.
(2) This should confirm the rumors we have been hearing, this is The Strategic Projection.
(3) Seven Winds of War
(4) This needs to be verified and go upstairs.
(5) Many questions were answered, but it spawned nearly as many more which will never be answered. Bartertown is a mess.
(6) This stinks like Ishkarat.
(7) Received and edited by Ela Pono

Multiple years in and out of game all came to fruition in this session. For the most part, it was an action packed whirlwind, though the players thought it was going to be more like a caper/black op. They did not realize their opposition had plans of their own and their previous assassination attempt put everything into action.

The firebombing specifically started with Coriolis who was personally firebombed with a note which read, "You are fired." From there, the action started and it was about trying to put out fires (literally and figuratively). What no one had particularly planned for was an opposition which had no interest in actually holding the city in the end. At this point, they just wanted a mess which would force Throal's hand.

Unfortunately, the group had built up contacts and trust within the city to eventually mobilize an effective containment strategy. By which I mean, they got some other people who were much better suited for such a thing to do it while they went to go cause some violence. This was playing to their strengths; it was lamented that the wrecking of the city really should have been there plan at one point.

There were a number of plot points which showed up in addition to the numerous action scenes. Including the presence of K'tenshin within the city acting with Theran agents and the final assassination in a style which they had seen previously in Travar. The reveal of Maester Bleys and Tarr being the same person was foreshadowed enough to have one player guess it a number of sessions ago.

Which brings us to the absolute most important part of the session, Antien Tighe rendered helpless having the following exchange with Tarr:

"Who runs Bartertown?"

"...You know who."

"Say it."

"Maester Bleys, Tarr."

"Say it loud."

"Maester Bleys, Tarr!"

And then he got killed. But it was worth it, just two years to set up that little bit. Completely worth it.

14 August 2014

Earthdawn: Adventure Log 29 - Tomorrow-Morrow Land

This is the twenty-ninth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.

Bartertown is a common feature in many Earthdawn campaigns and this one is no exception. It is not the canon Bartertown by any stretch, with its own map which has only a passing resemblance to the canon map. What is most notable is the strategic location of Bartertown. It is, essentially, an enormous, uncontrolled shanty town at the doorstep of Throal. The dwarfs have pretty much left it be, since taking it under their wing would be a nightmare for a laundry list of reasons. It serves as a valuable gathering point for those who wouldn't normally enter Throal, but where the dwarfs can keep an ear to the ground and subtly exert some influence.

This Bartertown is the target of a Theran campaign set to either gain control of the primary entrance to Throal, or sow chaos to the point where Throal is forced to enforce martial law over the libertarian "paradise". This will inevitably create a strain on resources to maintain a police presence in a city which does not want them and they do not want to be there. Additionally, they would have to work to ensure the rest of the province didn't interpret this as the beginning of greater colonial interests. All of this would ultimately serve to fracture the province a little more.

However, they aren't the only faction which has been at work in the city. Though the Theran Plan B gives a great deal of latitude to be successful. There are some notable personages whom have been working to keep the community together and turn it into a socialist "paradise". In a very ends justify the means way, versus the highly stratified classes favored by the other side.

Adventure Log – 029 Tomorrow-Morrow Land

Written By: Bongani Kreskas

Date: 15 Mawag –  11 Gahmil, 1508 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Coriolis the Swordmaster
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Ting the Swordmaster


It has been some time since my friends and I have met. Our adventures are many and we have much to share: Ting discovered a new family that accepted her avian differences and taught her the secrets of winged combat. Elmod learned elemental magics from the dwarfs of Throal. Never get into dept to a dwarf, my master used to say(1).

Honeysuckle found subtlety in the Thief's art at the feet of the trickster Tarr. Maester Bleys schooled her in the crafting of weapons. Loyalty and community are fine virtues! Omasu was her second trainer, a man of great skill and wisdom.

Honeysuckle is quite popular among the local windlings, but such is the price of having friends willing to cheat on your behalf. I spend my time in Bartertown where I met the love of my life, Harika. She is my great companion(2).

Coriolis takes a job with a woman Named Antien, who I have met before. Bartertown is in danger, perhaps. Coriolis plays a dangerous game of double-dealing, but I am confident that his shadowy second employer will not have him do anything untoward. Still, working for Thera is profitable, for he was able to pay off Elmod's debt!(3)

Bartertown is restless, sleep does not come easy, and suicides occur almost daily. Bleys' patrols attempt to stamp out the drug trade, and conflicts between them and the Consortium has dropped to almost none. Krokodil continues to plague the city, but it is related to the bad dreams and ominous signs.

Coriolis is a fabulous eye in the center of this grim, grey storm. He bought a jacket for 1300 silver pieces! Such a grandiose display, quite the dapper gentleman! Meanwhile, Elmod speaks with his friend Fastoon and has an enlightening conversation about Iopos. Truly Iopos is a great jewel of the Barsavian crown. If only there were a head to put it upon.

I visit Coriolis at his apartment and we drink and discuss his current employment situation. He asks me to be frank, so I tell him the identity of his employer. We part as friends with the agreement to seek out proof of her identity. The testimony of one former slave is not sufficient, I suppose!

Elmod gets to work on the enchanted eye. I am excited to receive it! The experiement is a complete success and I am greatly pleased with the result. Now that I have this sight beyond sight!

Honeysuckle gets to work on the bow Elmod intends to enchant. Everyone is working so hard to equip me!

Honeysuckle, Ting, Elmod, and I go to the slums to investigate the rash of suicides. Many have been children, killing first their families then themselves. A "white shadow" appears to them at night and drives them to kill. It has been going on for a while. We must find this creature. "Chunny" has seen it, but he is missing. The flophouse is in a deserted area of the city and inside is (Ed Note: there is quite a bit of gibberish and a picture of a face on a mountain?)

This is a fie we cannot oppose with our mortal strength. We need wisdom, so we send Elmod to research the... creature.

Antien instructs Coriolis to destroy her rival. We meet to discuss our options. We agree to warn the victim, and I find Honeysuckle to acquire an audience.

I am visited by Hithorn, a windling of some knowledge and influence. He instructs me to remove Ms. Antien. I agree, reluctantly. Now we must form a plan to destroy her. Coriolis gets close to Antien.

Elmod receives a visit from Mistriel. They hash our their differences over drinks while Ting and I listen in. Mistriel possesses a Horror Mark, and was apparently used by the White Hand to hunt Horrors(4). She seems love struck, but I am not convinced.

Honeysuckle and I sneak into Antien's room and cut her throat. But the death does not take. We must attempt a new plan. New plan: we fire bomb the house in the middle of the night, then Star Shower and pick off survivors.(5)


*     *     *
(1) Ahahahahahaha!
(2) Reports do not indicate who this is. Though he does seem to have a new dog? 
(3) Everything here would have been significantly more helpful prior to the conclusion when we received these logs. This does give a good retrospective of events and details we do not have any other intelligence regarding.
(4) This information needs to go upstairs.
(5) Received and edited by Ela Pono

The final act of a plot which was started in the second session begins here. This is the culmination of three years of building events. I'm going to be honest right now, all of this work was to provide a foundation for some epic, long-term trolling of the players. I am gratified they did not realize what was happening until it happened. The name of the session is a hint.

Details left out of this adventure log were done deliberately. The most notable was the reveal Hithorn is an agent for the Theran Admiral Lokrun, who has his own designs on Bartertown and the province as a whole. The interaction which took place was important as it marked a new point in character development.

There were a number of events foreshadowing what was to come and building up future plots. Admiral Lokrun is becoming more important, Mistriel hasn't gone away yet, the krokodil drug problem cannot seem to be stamped out, and the deaths plaguing the poorer parts of Bartertown continue unabated.

I always like to keep a lot of irons in the fire. It gives me more options on where to take things based on player actions and I think gives a sense of a larger world beyond just the problem which is the focus of the session. That sense of continuity and consequences is an important theme for this particular game.There are some events from those very first sessions which will still be coming back.

20 September 2013

Earthdawn: Adventure Log 20 - Bartertown Beatdown

This is the twentieth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.

The setting of Earthdawn is expansive, even when just limiting it to Barsaive. There are an astounding number of different and significant locations to visit and explore, each with their own character and adventures. Not to mention the locales of their own creation that will likely be injected. Compound this with the volume of lore that is available and the idea of crafting a campaign that addresses all of this as you may want is daunting.

To deal with this "problem" (oh, to always suffer from having too much good stuff), my general technique is to have a coherent theme and a handful of locations that will, more-or-less, serve as a base of operations. This allows to maintain the wonderful exploration which makes Earthdawn so vivid, while still building the connections that make the setting alive.

Tragically, this means that some things will inevitably have to be cut. In the long run, a game will most likely benefit from greater focus, even if it is handled in story arcs. This allows everyone to give their attention appropriately to the events at hand, allowing for serial exploration of the setting, while returning to their home base.

This isn't necessarily going to work for all groups, but it is a good way to start breaking down the setting into more digestible pieces, rather than going after it all at once.

Adventure Log – 20 Bartertown Beatdown

Written By: Elmod of Glenwood Deep

Date: 28 Teayu – 30 Doddul, 1507 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster

Sogun the Messenger
Ting the Swordmaster


A slight detour to the lands of the Coil River. Visited the liferock(1) of Sogun to also get info on Ting's sword(2). I had a lovely dinner with Kissling, mayor of Ayodhya town.

After which, we stopped off in Ardanyan to check in on Titoo. Dwarf issues and multiple Thief Guild wars, otherwise our home is okay(3). We booked employment to Bartertown as mercenaries and protectorates, but only managed to run into Arthu and his gang(4). He, unfortunately, seems quite attached to his sash of the Bands of Fortune. We also happened upon a Messenger.

In Bartertown, I met with Fastoon and sold him my black mantis egg since he explained how impossible it would be for me to rear it without special techniques.(5)

Ting, Honeysuckle and Sogun became employed by Tarr to take out some more drug dens. This also eventuated our killing of Vigo and some of his gang - which fled and will likely look for us again(6). They were involved in the Consortium and infiltrating/infringing on Tarr's business(7).

More research at the Library about items.(8)

*     *     *
(1) That would be Ayodhya, next to Lake Ban.
(2) Unrequited Wave
(3) The first of many understatements. Ardanyan has some serious issues - but ignoring those, everything is fine.
(4) A human Swordmaster that claims to be the last heir of Landis and has managed to befriend the urshan.
(5) This may be the most terrifying run-on sentence that I have read in a long time. So many terrible possibilities are contained here. This Nethermancer wanted to raise a Horror construct, but decided to sell it to Fastoon instead? We need to keep an eye on this in a big way.
(6) Other reports indicate that this isn't quite how it happened. Essentially, Tarr hired them to murder the leader of whatever the Merchant Confederation calls their guards. In a very public fashion so that there is no confusion on who did it and who ordered it. Which they did. This is impressive because that was a troll Swordmaster of a particularly nasty streak. 
(7) Tarr's only "business" is theft. Well, he has been diversifying into murder and arson as well. 
(8) Received and edited by Ela Pono

While it certainly seemed like a short session, there was actually quite a bit going on here. The majority of the events were staging future events and announcing that things were getting worse. Ardanyan has had trouble brewing for quite a while and this was simply a continuation of that. The conflicts in the shadows were hinting at some new trouble brewing in the background.

The seemingly minor events at Ayodhya and the Lake Ban area also foreshadowed some future events significantly, though they may have seemed innocuous at the time. Included in this are interactions had with Arthu, a recurring character that has a Thread Item the Group wants very badly. It has been commented that if it wasn't for the fact he was so damn likable, he would be dead in a ditch by now. That is pretty much how they roll.

It was in Bartertown where the major events took place. Some seemed harmless enough - selling the egg of a Horror construct to an Iopan Nethermancer that is known to traffic in things that would be illegal actually inside of Throal; that couldn't possibly go wrong. To be fair, most of the Group sold them previously, deciding that they wanted nothing to do with keeping those on their persons.

What really pushed the plot forward was the open act of violence they engaged in against the other faction within Bartertown. There had always been hostilities and scuffles between the two groups, though most of the actual damage was committed against proxies rather than directly against the other group. This was a watershed moment for that conflict and marked the point of no return - when there was only one way it would end: in flames.

In general, it is my preference to have the players be present, and the catalyst if at all possible, for these events. It helps to drive home that they directly effect the world around them and their actions do make a difference. In real time, the first arc of this plot has been resolved, complete with callbacks to this very event and what the implications of it were. 

19 January 2013

Earthdawn: Adventure Log 12 - It Begins in Flames

This is the twelfth Adventure Log in an ongoing series about Earthdawn.Introduction and Index.

The Grim Legion has always been an element that I cannot help but introduce into every Earthdawn game in some fashion or another. Each time I make them different, particularly with regard to what is printed, just to keep them mysterious and interesting. But mostly mysterious. This particular game is no different on all accounts.

I'm going to keep the specifics of what they are up to here under wraps because it is a major theme that I have been slowly working on. Also a significant source of questions that have no answers, and I very much enjoy watching that particular player struggle with puzzles when he knows he doesn't have all of the pieces, but still tries to fit things together. The various puzzles I have given him over the years could fill a blog.

In this particular game, the Grim Legion has significantly less presence over Barsaive as a whole. They tend to operate in smaller groups, some with a complex version of a Group Pattern that is tied to a greater Group Pattern. The nature of how that works is a closely guarded secret. Their primary function is still to hunt Horrors across Barsaive, complete with a healthy side of moral ambiguity - the ends justify the means.

There is no doubt that they had done good by eliminating threats, not just Horrors, but at the same time, they have little regard for those that are hurt along the way. In their minds, they simply would have been victims regardless and if the Legionnaires are willing to give their lives to protect the people of Barsaive, then the people of Barsaive should be willing to give their lives as well. This also extends to taking the resources that they need - if it were not for their actions, there would be no one to produce these resources.

Not all of the Grim Legion are quite so callous, some are generous with all that they have, taking their Oaths very seriously (the nature of these Oaths is a closely guarded secret). Others may seem to be little better than criminals, but even they are still driven towards the overall goal. Ultimately, each Group is semi-autonomous and operates in a fashion they see fit, even if directed by a central authority.

While all of their efforts seem to be directed at eliminated Horrors, a task which they are incredibly effective at, there are indications that they may have other goals they are slowly working towards. Not all of their activities seem to be motivated by Horrors and their many Nethermancers have a great deal of interest in some of the research conducted in Wyrm Wood during the Scourge.

Adventure Log – 12 It Begins in Flames

Recorded By: Honeysuckle Sunspray of Glenwood Deep


Date: 01 Strassa – 07 Strassa, 1507 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster

Jak'Tak the Weaponsmith
Ontheros the Horror Stalker
Sogun the Messenger
Ting the Swordmaster


New Year’s party time! Elmod and Sogun start off the new training. Ontheros has returned to Bartertown on his hunt for Horror tainted items that may be showing up during the festival(1). I have started training Thistle(2) so that he can fully embrace the ways of the Windmaster. Bartertown is being occupied by a number of different mercenary groups and Sogun has been hired by the Fist of Thystonius(3) to uncover information about the other mercenary groups. Ting has been approached by Tarr, who offered her a chance to do what she does best: create mayhem, and rob a drug den that is a plight on the city. The catch is that she can’t cause casualties(4); I’m not sure if she can do that. Elmod and I were both requested at different times to meet a mysterious figure at the Juggling Shadowmant where we too were offered positions to assist in the robbing of the drug den. Ontheros and Jak go out to help Maguk(5) (world’s largest troll) with other things happening around the city.

Heist night! We were given this creepy grease paint stuff to put on our eyes (ewww). It turns your eyes black and then allows you to see in the dark
(6)! I’ve never been able to see in the dark before, it’s so exciting. With much flourish Ting and some thugs burst onto the scene and successfully rob the building of money and drugs. At the same time, Sogun said he had to deliver a message to the head of the consortium that happened to be dining with Maester Bleys. Jak and Ontheros were heroes that night and saved people from the burning building. Maguk and the rest of the patrol took care of heckling Swordmasters who were accusing the patrol of starting the fire (the nerve of them)(7).

Given some time to look at the drugs that Ting stole, Elmod and Ontheros discovered that they were Horror tainted! This drug is called krokodil(8) and it super icky. This had been the last drug house in the area and people had begun making this stuff on their own. Maester Bleys has charged us with finding whoever is teaching people how to make this junk(9).

I continue my mission to capture messages written in or’zet code. Elmod finishes his training and is kidnapped by goons that want to know about his mentor. Have no fear! We are able to rescue Elmod before any real harm is done to him.(10)

Elmod uses his scary magic to talk to the spirit of an ork that died because he was using the drugs and we found that Margin, a curio shop owner, is the one that is selling the drugs and teaching people how to make them.

Plan time! We need to get Margin to reveal that he is the one involved with the drugs. Jak and Elmod volunteer to go in and use the code word to get Margin to sell some drugs. Without much fuss Margin is captured and turned over to the authorities(11) in Bartertown. With Margin gone, Ontheros says that there are Horror tainted items in his shop. So in a style that is uniquely us we break everything in sight and find some Horror tainted coins that need to be destroyed
(12).(13)

(1) The festival is a New Year tradition that Maester Bleys organizes as a martial counterpoint to the artisan festival that happens half a year from then. It's a lot more fun than most of the dwarfs will admit. Also, many orks that are easy on the eyes.
(2) Thistle the "Prickly" is associated with Adventuring Groups: Miscellaneous: The Briars; I wish I was making this up.
(3) Mercenary group, veterans and adepts, making a Name for themselves and particularly belligerent. Competent and whatever they lack in competence is compensated with aggression; though they are not as good as they think.
(4) That is an interesting insight into Tarr - warrants further investigation.
(5) A member of Maester Bley's mercenary Group/police force; see entry cataloged under: Adventuring Groups: Miscellaneous: Mismatched Steel - 004.
(6) Investigate what this "creepy grease paint" is.
(7) And now we know the origin of that incident.
(8) We've been getting a spotty reports of this stuff from around the province. We need to know more; it sounds like very bad news.
(9) For all of his issues, Maester Bleys has cracked down on drugs in Bartertown recently.
(10) What is this all about?
(11) This word should be in quotes.
(12) This is very bad news. We need to get control of that cesspool outside the gates.
(13) Received and edited by Ela Pono.

*     *     *

Overall, this session went very well - at least from where I sat. There was a lot going on and this adventure log only touches on quite a bit of it. To be perfectly fair, it would be difficult to record everything in detail and play at the same time. Also, some of the important details may not have seemed like it at the time. Many seeds planted long ago started to bear fruit and others were planted.

In the background of what was "really" going on was a festival to introduce some characters and color into the world. Part of it was to get people invested a little more in what was going on and make things seem more vibrant. Also to show that there is always a bigger fish (this was not directed at the players) - particularly in the form of a obsidiman Warrior brotherhood, The Immortals.

One of the major events was the escalation of conflict between the two groups vying for control of Bartertown. The players have thrown their lot in behind one of the factions, but are starting to find out some of the reasons they have been obliquely warned about him. His dedication to the community is absolute, but in a "ends justify the means" way.

The robbery on the drug den involved all of the characters in some capacity, which worked well. It was also a flash point for relationships within the Group: characters began to realize what exactly they were getting themselves into. It was also something of a setup: the entire thing went sideways, an opium den burned, many died within it and it was something of a PR fiasco. One side got to be the hero and the other was blamed for causing it.

That was just the beginning of some the dark places that events were starting to explore. During the robbery, they stole some opium suspended in alcohol. While investigating, they gave some of that to a junkie for information. By gave, I mean administered because he was going through withdrawal and suffering from burns. It was a very intense scene at the table. The ends justified the means.


During all of this, a plot that has been at the edge of things forces itself to the forefront: that one of the characters (Elmod) may be involved with Horrors in some fashion he does not understand. The goons are the Grim Legion and this was a chance to rebuild some Group cohesion that had been fraying. Everyone came to Elmod's rescue and he also go a chance to show off a little. After a series of body blows, this was a victory they could rally around, even if it involved one of their number abducted and tortured.

The drugs introduced in this session are part of a much larger plot that was put into motion much earlier. It is part the complete banal horrors of life that normal Namegivers inflict on themselves and there is no panacea for, and part the insidious way that Horrors can insinuate their influence into society completely undetected.

08 January 2013

Earthdawn: Adventure Log 11 - Fighting Against Time

This is the eleventh Adventure Log in an ongoing series about Earthdawn.Introduction and Index.

The primary 
Thread Items that the players have been finding up to this point, and mostly go unmentioned, are the Bands of Fortune. They really should get their own write up, but I am almost entirely cribbing them from the books - some of the Ranks have been altered slightly, additional Ranks have been added, and the history changed completely.

I have always been a fan of these kinds of group items - they give everyone something to bond over. It becomes a shared point of history between everyone as they are working to the exact same goal. Through them I can also reveal a larger story that connects everyone together in an obvious way. These are some of the elements that I am using to tie into the overall meta-theme, fixing the mistakes of the past. This particular set of items is powerful for their costs and the Ranks, but fun and generic, which means they are good for everyone and since everyone (hypothetically) has equal access, there aren't any balance issues to be concerned about. Well, other than dealing with players that have impressive access to Karma.

Each of the bands is being introduced slowly and the Group has been invested in tracking them all down, so each character gets one. There have been hiccups with that particular bit, one intentional on my part, others unintentional (players unable to make the game). A cast change adds another twist. Part of the fiction that I introduced for them is that they will twist events to bring all of them together, which will frequently go very poorly if you happen to be on the short end of that pull.

There is one prominent NPC that has one of the bands (in the form of a formal sash of some kind), who they cannot help but really like, not matter how much they discuss murdering him and taking it. Some of those discussions got pretty serious. That NPC (Arthu Paen'drag) keeps meeting up with them during the course of events, with increasing levels of violence surrounding the events - always in the background, however. All of this is pointing to the inevitable conclusion of that NPC's arc, which I would hope has been sufficiently foreshadowed that it won't come as a surprise.

Adventure Log – 11 Fighting Against Time

Recorded By: Sogun the Messenger of Ayodhya


Date: 23 Doddul – 30 Doddul, 1506 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster

Sogun the Messenger
Ting the Swordmaster


We spent most of the day with the tailor and death moth wings(1). Ting seemed to complete her look of being a pirate with her dashing hat and bandoleer while Honeysuckle decided for something a little more refined and elegant with a blouse. Elmod went with the more practical route and got a vest to hold his alchemy tools and other creepy things a Nethermancer would need. I choose to honor tradition with a horkla.

While I was seeking something of a more personal manner, Elmod was once again proving indispensable by researching a few of the items that the Group had picked up along their travels. After my morning endeavors I took some time to visit my brother Omasu(3). It’s not very often we obsidimen find ourselves in the same town as a brother. So to not stop in to chat would have been very rude.

There seems to be some kind of Swordmaster tournament in town. I’ll have to go early in order to get a good seat because if Ting hasn't already signed up, I’m sure she will. As I wait for the tournament to begin I can’t help but notice that the guards seem to have a rather unusual manner about them. Some shops are patrolled while others are not. I’m sure it’s nothing but it might be worth investigating later.

Currently there are 40 Swordmasters entered in this tournament. The decor for the tournament is a rather garish display of color something I would expect from t’skrang rather than the dwarfs(4).

The Group bets heavily on Ting. I would have though such high stakes an unwise practice if I haven’t seen her fight before. Her opponent practically dwarfs her with his size. As the fight begins Ting seems to be outmatched in both strength and skill. As her foe moves closer to snatch his victory with a final blow, I catch a small smirk from Ting. For some reason I couldn't help but think of a cat playing with a mouse just before it finally kills it. Ting finally stops playing coy and ends the match with a decisive and skillful slice through her opponent. Leave it to Ting to not only best her foe but to play to the crowd as well.

Honeysuckle and I have been noticing a lot of disappearances around town lately. Mainly the people that have recently participated in the Swordmaster tournament. While out trying to track down one of the missing Swordmasters our young “tiruplaxi”(5) stumbled across a dead body in an alleyway. Which seems to be something that could prove quite useful to a Namegiver like Elmod. Elmod used some creepy magic to relive the death of our new friend. He learned that our dead dwarf was involved in some kind of slaving ring. Upon further investigation, it was revealed that the whole Swordmaster tournament was some kind of slaving hoax. It turns out that a few of the Swordmasters that claimed to be from Jerris, were in fact slavers from Vivane(6).

Before they could leave with their captives, we manage to put the pieces of their plot together and track down their airship and free the slaves(7).(8)

(1) See entry cataloged under: Adventuring Groups: Miscellaneous: Mismatched Steel - 009.
(2) I don't know what someone who travels with a friend of Fastoon Julari Makanth Phunkot would consider creepy.
(3) Omasu is kinda a big shot and this might shed some light on why he is chummy with this lot, that and his strange association with Maester Bleys. I'm certain that Zamrica would go on and on with this one...
(4) Because dwarf color schemes are the opposite of garish.
(5) No one has any idea what this means. Maybe some obsidiman thing?
(6) I had to walk away after reading this. It fills me with incandescent rage. Also, that is incredibly risky. Therans had to have someone operating within Bartertown already to set anything like that up. Maybe I can convince the dwarfs to actually do something about Bartertown for once.
(7) This makes me happy in a way that is difficult to articulate. Strange.
(8) Received and edited by Ela Pono.

*     *     *

A considerable amount of time was spent figuring out what clothes to make out of the death moth wings. Really, it was quite a while. This was entirely intentional on my part since one of the player's was absent, so I removed their pieces of the plot and I needed some padding to fill out the session and keep the pacing for the back end.

The primary goal for this session was to develop the events in Bartertown more, specifically the deep animosity between what are becoming the two dominant factions. There was considerable foreshadowing for the looming conflict and what is coming, but also for greater events and where some loyalties may truly lie. There was a lot of subtle maneuvering, from the existence of the tournament (to upstage the rival tournament), using it to gather slaves (not just any slaves, but ones that would support a particular group), dire warnings (not recorded here), and sides being picked. A great deal happening in the background.

It was also a chance for many of the players to show off a little bit. The Nethermancer spent some time researching the various Thread Items that had come their way. Despite what the log records, the fight was actually incredibly close and fell the way it did due entirely to luck, but that is what the dice are there for. Never underestimate the troll Swordmaster that uses "you're smaller than me!" as a taunt. The Group leaned more on contacts than in the past, following leads and gathering information to put all of the pieces together. The actual assault on the airship at the end took some considerable planning, that mostly fell apart because only the windling can fly. In all, they also got to feel like heroes at the end of it, which is going to be important given some of the events which will soon transpire.

13 October 2012

Earthdawn: Adventure Log 04 - Killing Time

This is the fourth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.

In this campaign Bartertown is portrayed a way that is a departure from many published sources of the setting. This entry takes a look at the Bartertown that appeared in this campaign.

Outside the gates of Throal is a libertarian paradise: Bartertown. The settlement was originally built by merchants that wanted to take advantage of the growing cultural nexus that is Throal, but unwilling to pay the high taxes and tariffs to do business in the dwarf kingdom. Since that original collective, it has grown into a sprawl. Lacking any formal laws or government (as well as the protections thereof), Bartertown has developed an economy that accommodates frugal adepts looking to sell their loot or make their way to the Great Library.

The inns provide a variety of services to adventuring adepts, such as bathing, privacy, and safety. Though these services tend to be idiosyncratic, and true luxuries are rare. There are numerous businesses that cater to adepts that require uncommon goods (blood charms, potions, item services, etc), as well those that purchase the (often bloodstained) "surplus" equipment that adventurers always seem to have in vast quantities. Of particular interest are those harvested parts of creatures that can be used for magical creations. This is a thriving market and a great deal of the economy is based around this aspect.

Without any rule of law, Bartertown is a dangerous place. Community members often band together into gangs in an attempt to protect themselves and their property, but just as often these organizations exist merely to prey upon the weak. The strict and orderly nation of Throal subtly encourages this chaos and violence, as it provides a lure for the criminal element that might otherwise reside within the dwarf kingdom. Bartertown also provides a place for Throal to shuffle off their poor and disruptive members of society, all without affecting the quality of life within their stone halls. Additionally, upstanding members of Throalic society can indulge in base pursuits by visiting Bartertown, all without exposing themselves to the unnecessary danger of actually living there. For Throal, Bartertown acts as a sewer drain, where unwanted people and uncomfortable truths can be safely discarded.

It is a shanty town, where nothing is built to last. No one is willing to invest in Bartertown because there is no one invested in it. The population is transient and interested primarily in economic exploitation. It is, without reservation, something of a terrible place. Certainly there are small communities within it, but they are continually taken advantage of in various ways. From extortion by local thugs (perhaps the thugs they once funded to protect them in the first place), to extortion from the local grocer who must inflate prices because of the theft and cost of importing goods. All of this is hidden from the travelers arriving in Bartertown, who see what they are meant to see. This is what keeps Bartertown in business.

Adventure Log – 04 Killing Time

Recorded By: Honeysuckle Sunspray of Glenwood Deep


Date: 27 Raquas – 28 Raquas, 1506 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
(1)
Ting the Swordmaster

Sitting at a corner both in a darkly lit inn, my friends and I were approached by a large troll. While we recognized this troll, he had been our waiter previously; on this night we could tell he needed our help. He described what should be a happy scene: His son (about to be Initiated) goes to celebrate with his friends as a local tavern. The next morning he had disappeared. Being that Hrothruk was a nice troll and we could tell he couldn’t afford to check it out. Hrothruk could provide us with a possible witness – Maguk’s friend Jimon(2).

Our initial investigation leads us to a very shady part of Bartertown. Our first witness (Jimon) seemed less than concerned with the disappearance of his friend. Jimon is a shady guy living in an equally shady place. His version of the night’s events would have to be looked into further. Jimon took us to the last known whereabouts of Maguk, The Juggling Shadowmant, a dark tavern.

Our second witness, owner of the tavern, Brainbiter, was able to give us a bit more information that Maguk had few friends and was one test away from being a Warrior Initiate. While this was good information, it doesn’t give us any new leads. With a dead-end staring us in the face, we headed to question the other Initiates.

The barracks(3) seems a typical place similar, but much larger than the Windmaster school. The initiates returned before Maguk and Jimon went off so they have no new leads to offer.

Back to our corner booth in the darkly lit inn, we mull over the clues and leads over dinner. Hithorn(4), a fellow investigator, believes he can offer some help in digging up leads.

A mysterious note is given to Ting saying information is available at My Dead Father and to go alone. This is just the lead we've been waiting for. This bar is located in a particularly bad part of Bartertown, as we all know good leads come from the worst places. Elmod and I are on stakeout while Ting ventures in. After a half an hour there is no sign of Ting. Elmod and I venture in to rescue our friend. We head in through the back door to draw less attention.

With no sign of Ting, I get some new information from Hithorn. There is a possibility that she has been taken to the fighting pits(5). Locating this place has become a new challenge. Our new contact, Fastoon(6) the human Nethermancer, while very shady seems to be well-connected. As he gave us the password and location of the entrance to the fighting pits.

We work to put together a disguise so that we may infiltrate this place. Fastoon’s information is good and we’ve made it to the fights. We didn’t make it in time to rescue her from the initial fight so we place a bet in support of Ting(7) and hope to save her after this fight.

This crowd is surprisingly high class given the circumstances of the arena, they try to shield their identities, but I know we’ve stumbled upon a larger conspiracy.

Now to find where competitors are kept as Ting was victorious. Next in the pit is the missing Maguk. This must be a well established place if they are able to capture adepts and initiates. Maguk’s fight is about to begin – Elmod does some magical thing and Maguk is able to take down his opponent. Being the honorable Warrior initiate he did not kill his opponent causing the guards to threaten Maguk.

Which is where I, the Windmaster turned detective, join the fray, knocking down the guards into the pit! After defeating them I take off to save Ting. The competitors were taken through a very scary hallway filled with a large ork and a human guard. I whip around and cut them both to get past and rescue Ting. Ting and I make quick work of the shabby lock and cage door. With the grace and artistry of the best Windmaster and Swordmaster, Ting and I take out the guards with finesse and ease. The rescue of Maguk is successful and we make an easy escape. Upon our return to the inn a larger question comes to mind – how are they luring people into the fighting pits and who is the financer behind it all? Larger mysteries remain, but for now we have temporarily shut down illegal cage fighting.(8)

(1) An uncommon Discipline, particularly in this part of Barsaive, the Windmaster is a community guardian, similar to a Warrior, for Windlings of Glenwood Deep.
(2) Jimon, full Name unknown, is a known associate of Tarr.
(3) These are the barracks of the, colloquially known, Bartertown Irregulars; a project of Maester Bleys.
(4) The group is associated with Hithorn (full Name unknown), this bears investigating, though may mean nothing given his proclivities.
(5) Fighting pits in Bartertown? This is disturbing and suggests Tarr strongly.
(6) If they, particularly the Nethermancer, are going to become associates of Fastoon Julari Makanth Phunkot of Iopos (full Name) they should be watched.
(7) What can be said about this?
(8) Received and edited by Zamirica One-Knee

*     *     *

This session was about introducing the characters to Bartertown and how things are not always as they appear. The world is a much worse place than it seems. There is slavery and gladiatorial fighting right outside the gates of Throal, champion of the rights of Namegivers, and attended by dwarfs of Throal. A number of recurring characters were also introduced in this session and it began to set the stage for some far reaching plots in which the players would have a direct impact. Some of the names from the Throal sourcebooks will look familiar, but a considerable amount behind the scenes has been changed. Thus continues the experiment with adapting material to the campaign.

Another part of this plot was to toy with and examine some common investigation plots, and player abduction. The latter is almost always an abject failure, but I wanted to try it out in a way that made the player feel pretty awesome even though they were captured and forced to fight for the amusement of others. It is worth noting that as soon as Ting's companions arrived and found out she was "about" to enter the ring, they spent a considerable amount of time debating how much to wager on her, and if they should wager on her opponent instead. She also earned her nickname from this endeavor, which should show up during the next log (stay tuned).

The tactile element introduced during this session are Campaign Coins. While the players were hesitant at first (it seemed something like an extra step with counting and all to manipulate the monies), it was quickly shown to be a success. There is something visceral about handling actual money that writing and erasing numbers cannot replicate. It is difficult to write about, because it is purely physical. Funds become more real, and players are both more willing to spend them, a cost may be incidental if all you have to do is hand over some coins, and also more aware of them, their piles of coins start to actually vanish. From a GM perspective, it's much easier to track funds - players either physically have them, or they don't. Doling out treasure can be as simple as grabbing a handful of the right color - much faster than a die roll and has a more random feel since it will be in different denominations. This is made much easier by having a box to put all of these coins in for each player.