Showing posts with label Servos Jungle. Show all posts
Showing posts with label Servos Jungle. Show all posts

23 March 2013

Earthdawn: Adventure Log 14 - Welcome to the Jungle

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

The Theran Empire is an interesting element of the Earthdawn setting. Ostensibly one of the primary villains, they also save a great many Namegivers through their knowledge gleaned from the Books of Harrow. Though there is certainly room for discussion on how much they quashed aid offered by the great dragons, that is a realm best left for each campaign to explore.

How the Theran Empire is portrayed is something that I prefer to customize for each campaign. It depends on the kind of story that I want to tell - if it is a simple game of raiding kaers and cleansing Barsaive of Horrors, then Therans will be in the background and serve as fairly one-dimensional opposition; they aren't the focus of the action. In a more nuanced game, such as the one this adventure log is taken from, then their role is less clear.

In any game where they are introduced, there are two elements to address for the Theran Empire: their interest in Barsaive and slavery. The first pertains to how aggressively, if at all, are they pursuing their agenda of bringing the open rebellion of Barsaive under heel? This is all, of course, from their perspective. Barsaive (mostly Throal) takes the view that they successfully repelled the oppressive regime and won't be hearing from them again. This can play out anywhere from non-existant (they simply do not show up in the game), to opposition along the lines of Nazis for Indiana Jones (chasing after the same resources), to outright war.

For this particular game, the goals of the Theran Empire are currently ambiguous, but there has been some activity within Barsaive, particularly involving their old t'skrang allies. There are more questions than answers and at this time real shows of force. It is a story waiting to unfold.

The second element, slavery, is not terribly easy to cast in any other light than absolutely terrible. The setting makes no effort to do so, which is the right choice. To add some depth to the practice, I have had the Theran Empire from this campaign heavily influenced by the Roman Empire (to showcase against the Grecian Kingdom of Throal). The form of slavery they practice is less chattel slavery, and more along the lines of indentured servitude/serfdom. They have some rights and may get their freedom, but are often treated as members of the family, though without the option of leaving. There are exceptions to this, such as slaves that will not behave. They are often sold to the military to power their great stone airships and, well, that isn't something you survive. Other city-states in Barsaive (most notably Iopos) practice the form of chattel slavery that is most familiar.

My goal in this is not to defend the practice, but to cast it in a slightly different light from how Throal portrays it. They have an agenda are spreading propaganda; they want to be the dominant nation within Barsaive and enforce their influence through a soft power. With those seeds of doubt, the entire conflict has more shades of grey to it. Towards that end, the face of the Theran Empire that is currently in play is fair and honorable, though not good. Which means that everything they do is suspect and terrifying, apparently. For example, you cannot capture free Namegivers and enslave them, doing so is punishable by death, but it is entirely expected to enslave your defeated enemies rather than put them to the sword.

There is a great deal more to the Theran Empire, such as the other lands, but for these are the important elements as they relate to this adventure log. When you introduce the Theran Empire into your game, you should first ask what role you want them to play and what you want them to do. They are a human face to put on atrocities as compared to the very inhuman Horrors.

Adventure Log – 14 Welcome to the Jungle

Recorded By: Ting V’strimon the Merciless of Urupa


Date: 07 Charassa – 17 Rua, 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

Darron of Lang(1) approached me wanting native art from the Servos and to find his cousin, and establish trade relations in one trip. Fair amount of cash to be had for that, plus whatever we find in the jungle. I have a good feeling about this trip. Jak pounded out a couple of weapons to use as gifts, which was as great idea. Took a warship toward the jungle. We went in further than we did the last trip. We took our goats and got a move on. The human tribe(2) found us in short order. They have been having some trouble with the local t’skrang tribes(3). We made with the greeting rituals and gifts, and started talking about trade. They seem willing to trade, but would like us to help them first with a plague a few days away.

They took us out a day to get us pointed in the right direction. The next day we started to lose our way. We were completely surprised by a giant praying mantis(4). The thing beat on my ass, and the rest of the party took it out quickly. While resting though, some of the local t’skrang came and harassed us for a bit. They were laughing when we told them where we were going. Also overheard some of their discussion, which sounded like they killed Darren’s cousin and his party. But they were willing enough to let us go.

The area up the hill was super disturbing, so we headed back down a bit to camp. On my watch, Elmod was not paying attention and we were ambushed by a giant black mantis(5). Once again I shielded the party from the initial blows. I managed to hit it with one of the most impressive blows I have ever delivered. The beast was felled in short order.

The next morning, we entered the ruined city(6). The décor was overwhelmingly covered in crystalline web. In moments a hellish beast, spider body with a human head and face, made of crystal and pus(7). Honeysuckle knocked it down, but it laughed hideously and produced some kind of maze web from its belly. I thought the others would be in trouble, but the web was almost instantly shattered. The creature comes back out to shoot some web on Jak, as another spider-thing drops from the ceiling. I stabbed it quickly. The original created another web tunnel, as another shows up and drops from above. After that were was some confusion. I headed straight for the center, some of my mates showed up here, but no creatures. Jak made a bellow, pointed us to where the bigger of the two spider things was. That put Sogun, Honey, Jak and I in the same place, slaughtering the disgusting beast.


After that, it was a short matter of chasing the other one down and hacking it to death. As it died, the metal webs disintegrated, giving us an unobstructed view of the ruins. Toward the center of the city was a crystal covered shrine, very glittery. It was trying to do something to the others, so Jak started smashing the crystal. Honeysuckle dive attacked the thing, and both Sogun and Elmod looked as if it almost hurt them as well.

When the crystal stuck at us, crystals would form in that person, and was causing massive damage(8). We stuck to our swords and beat on the thing until the light went out. Inside the temple, we found bodies wrapped in web, but they did not follow the description of the party we were looking for. After that, it was just making our way back to the humans.

Upon our return, there was a huge feast, tattooing and introduction to the tribe. They did not know where the party we were looking for was, but they knew that they t’skrang were leading people to a slavers’ camp.

As we approach, people come out of the woods and greet us. We describe the party we seek and are lead to the admiral(9). After a brief discussion with him, he returned the “slaves”. Se we picked up our goats, and go find our pick-up boat, and set off back to Bartertown.

Time for me to train again.(10)


(1) See entry cataloged under: Adventuring Groups: Miscellaneous: Mismatched Steel - 002.
(2) Cathans, presumably. See entry cataloged under: Adventuring Groups: Miscellaneous: Mismatched Steel - 009.
(3) Most likely jungle t'skrang. They are renown for their savagery and rumored to eat the flesh of other Namegivers.
(4) An inshalata is my supposition based on the location.
(5) Horror construct known for it's ability to reproduce on its own. These are extremely dangerous and if a colony has been established within the Servos. This needs to be addressed.
(6) The implication here is a lost citadel within the Servos and that is fascinating. An anthropological expedition should be sent out to investigate this site.
(7) This sounds like a variation on a Horror construct, the jehuthra.
(8) Something similar to a crystal entity is most likely accurate, though it is difficult to place from the sparse description.
(9) Slavers and admiral? This raises only questions and there is not nearly enough information here regarding this topic. The implication is Therans, but that doesn't make sense.
(10) Received and edited by Zamirica One-Knee.


*     *     *


This particular adventure was essentially about the Group coming into their own. Notable characters from many of their previous logs, most of them not listed. It also had a number of adepts that were inspired by the PCs follow in their footsteps and Initiate, followed by gathering into a Group and then getting in over their heads. Returning back to the Servos and meeting the Cathans, along with the older connections, give a sense that actions matter beyond just the adventure they happen in - which is something that I always try to foster.

Also a unique reward, the Blood Tattoo, for those who took part. I like to give out unique rewards like that as a part of adventuring. Legend Points and Thread Items are well and good, but there is something about a bonus that is unique, no matter how small. It's special.

This adventure itself was a few parts, introducing some new horror elements in the first half, a greater sense of dread and mystery to what is within the Servos. Which also ties in with the overall metaplot in a subtle way; the themes were all present, but not over by design.

The second half touched on another developing metaplot. The details of this plot have all been implied, rather than stated, and is significantly more ambiguous. As things play out, this plot should be significantly more epic in exposition as it reaches a climax, less "adepts dying in some forgotten cave" and more "big damn heroes doin big damn heroic things".

Part of my goal with this setup was to create a dichotomy between the plots - one is terrible and inhuman, virtually unknowable, while the other is terrible, but all too human. Both raise questions regarding what is going on, but while the former has very inhuman motivations, the second has very human motivations. 

If this all sounds a little cagey, that is because I don't want to give things away before their time.

The adventure itself went well. The search for the Initiates had the desired effect, the characters were afraid, and wanted little to do with the temple complex beyond what they had to. Blood Tattoos were a big hit, the level of personalization made them even more thematically interesting (there is something fundamentally compelling about totem animals). In the second half (which occupied the last paragraph above - a great deal more happened) some of the preconceived notions on Therans were challenged, some important NPCs were introduced and perhaps a little more mystery as to what exactly the last group of Therans were doing in the Servos. 

If I were to do it all again, I would have tightened up the pacing in the first part and worked more on the handouts and props. I've always found that the correct background music goes a long way to establishing the atmosphere for those kind of expeditions, and I don't recall having any music. The final conflict could have been spruced up a bit; it was a little to static in retrospect, but I wanted to balance that with the associated themes. Time was a constraint in putting it all together (isn't it always?), but I wanted to build up the temple complex more and give it a distinct feel with the architecture and areas to explore. There is a distinct possibility that it will come up again, so that opportunity isn't lost.

Finally, the creature loot made for this adventure was the jehuthra thorax web. It was tricky to pull off - from figuring out how to do it to execution. Picture framing wire was used in the end (paper clips didn't work so well) and is just prickly enough to be uncomfortable around.

04 December 2012

Earthdawn: Adventure Log 09 - Kept in the Dark

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

The Servos Jungle is my favorite locale in the Barsaive setting. It borders a number of other important locations, including Kratas and the Serpent River, and is rather huge. I prefer to think that it is even larger than can be depicted on a map. That it contains so plateaus and vistas that have not been seen by a Namegiver since the Scourge began. This is a place of wonder and darkness, where rivers flow uphill and within the boughs of the trees. Where predators that have not yet been given a name dwell. Where lost civilizations and the Horrors that brought them to an end wait to be discovered.

Despite how much I enjoy the Servos, like many things it is best not to over use it - it will lose it's mystique at that point. My goal is to instill in my players a distinct sense of fear and excitement over venturing into its depths. The jungle t'skrang and Cathan tribes are some of my favorite. The former because they are enormous, savage cannibal lizard people, and the latter because, well, they deserve their own paragraph. There will be danger, excitement, treasure, things to explore and legends to be made. Above all else, it cannot be boring. There is always something within the Servos that is bigger than you, and they are always hungry. 

The Cathans are a small and wiry ethnic group of humans that lived out the Scourge within the Servos. Given Blood Wood, this should make everyone who knows anything about them at least a little nervous. Each campaign I try to give them a different backstory and will inevitably have them feature in some way (I cannot actually help myself). For this particular game they are nearly peerless Nethermancers (just don't tell the Iopans) and certainly talented Elementalists and Shamans. How exactly the rode out the Scourge remains a mystery, but there was not a jungle in the middle of Barsaive prior to the coming of the Horrors.

If you are looking for a place to hide a citadel and a lost empire without resorting to extensive magical hoops (this is in no way a condemnation of magical hoops for such things), the Servos is an excellent place to start. It possesses water and once had easy access to the rest of Barsaive. The interior has been poorly explored at best (it's not very safe, to put it lightly), and even then mapping a nearly trackless jungle darkened by an extensive canopy is not a simple task. This is one of the finest places in the setting to develop as you see fit and any Group will almost certainly pass by at some point, moving through the glowing waters of Lake Pyros on the way. Adventure, excitement - an adept craves these things.

Adventure Log – 09 Kept in the Dark

Recorded By: Ting V’strimon the Merciless of Urupa


Date: 25 Teayu – 18 Borrum, 1506 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Jak’Tak the Weaponsmith
Sogun the Messenger
Ting the Swordmaster

As always after a big problem is solved, it is now a time of a lot of puttering around. I spend most of my down time swimming in the river and throwing various nasty things at people looking like they deserve it. After a while we make our way to Bartertown. Elmod is doing stupid wizardy(1) stuff in the library, while Jak is… fixing random crap. Figured I would check out the arena again(2). Got myself a fight with some dwarf who spends way too much time on his face. Invited my friends to come watch me show off. The fight was drawn out and quite invigorating, and after much persistence, I managed to make him yield, making me and friends some cash. All is well. Also got an awesome eye cross scar. Spend some time healing up, and met Sogun, who seems to get dumped on us.

Elmod also is wanting to get us killed going into the woods so he can find out more about his creepy-ass doll; so I spent all my winnings on poison preventing potions and rations. Broke again. Hoping I can take training money out of the party treasure.

Took a riverboat into the jungle, to talk to some dudes from Throal. In the middle of nowhere. One was a windling(3). The other had a task that we could do. Something plant-like and glowy. In a temple somewhere. The dwarf is old, not sure I would want to travel the jungle with this guy. But he’s insistent and has money. So we go into the jungle. Windlings buzz around, old dude is on a donkey. And I don’t sweat. Everyone but the rock guy(4) is getting stinky. Got attacked by a howling wooly bear-like(5) critter that night. It’s blue(6) and probably really hot with all that fur. Honeysuckle chased it off and I went back to sleep. Nothing really happens in the next day except we keep seeing something spying on us. Next day we manage to make contact. They did not seem impressed by my greeting, which was a shame. Threatened us vaguely, and let us know that others were traveling in the area, don’t sound like anyone we want to encounter. After some charting, we manage to get lead back to the village by giving them some spare weapons. Guys have some cool tats(7), but they don’t want to talk about them.

Notable village! Most people here tend to shy away from he, though there was some crazy great dancing. Got as may tips as I possibly could! Elmod got his talk in with the elders. When I saw him the next time, he still looked pretty high. After that we go back out into the woods. Old dude starts getting sicker. We met some t’skrang with the scary masks the villagers warned us about. Wrested a promise not to hurt them or reveal their location. Which we made. Seemed cautious, but seemed willing enough to let us go on our way. They did take us to their village for the night. Swapped some stories and techniques on murdering.

Traveled a day, and got attacked by some pretty moth creatures. Huge with awesome wings, we cut them off once we murdered them(8). Next day’s encounter was a giant mantis creature which turned out to be a guy from Theran Empire(9). Offered to share camp, which we were awkwardly led to, be we declined and left the group. We met the ork, pretty boy, two t’skrang(10), six soldiers, several elf slaves. Left at that and made camp a couple miles away.

We traveled a bit and found the temple. There was a suspicious pile of red gems(11) at the entrance we grabbed, and then went inside the courtyard. Found some fancy looking water we filled a skin with water, know when that might be awesome. Inside the temple was fucked up. The flower fungus was found as well as this really trippy Horror skeleton(12). With faces and screaming bones. Jak found a huge sword made of solid water. Super wicked looking. We left the temple, we go to make camp. Old dwarf made tea out of the mushrooms, which we all drink. Next day we find a different t’skrang village that was deserted, that an elf slave that escaped was hiding. Jak made heal checks and we chatted him up. But Therans crashed in, saying t’skrang are after them. Where they were. I was all for the t’skrang to finish them, but Elmod managed to convince them to take Blood Oaths from the surviving slavers, never take slaves again. They then accompanied us the rest of the way out of the forest. We met up at their airship(13), and they gave us a ride out, as well as a shit-ton of gold. Beautiful, beautiful gold. I’ve been sleeping with it ever since.(14)

(1) Most likely stupid Nethermancy.
(2) Ting is a known associate of Tarr, see entry catalogued under: Adventuring Groups: Miscellaneous: Mismatched Steel – 004. We have had little success in tracking Tarr and his fighting rings.
(3) These would be Wivun and Skreet, my condolences.
(4) Or obsidiman if you don’t like offending the Namegiver that weighs half a ton and can do pull-ups.
(5) A brithan, not to be confused with the caterpillar.
(6) This is very doubtful, but if it is blue, we’ll all hear all about it from Wivun. Part of his theory of adaptation due to environmental stimulus or some-such.
(7) This makes me suspect Cathans. You have no idea how cool.
(8) Death moths.
(9) WHAT!?! This needs to get kicked upstairs.
(10) We need more information on these t’skrang. Are they K’tenshin?
(11) Curious.
(12) Good thing Zamirica didn’t receive this one!
(13) A vedette this far East? This is bad.
(14) Received and edited by Ela Pono.

*     *     *

Without any sugar coating, this particular adventure (in conjunction with the previous session) were the low water mark of the campaign. The adventure itself was adapted from a published adventure and it was not without problems from the beginning, which were compounded by mistakes on my part and some of the players having little desire to engage with the events. It was a trifecta of issues that worked out in the end.

The Therans, as presented originally, are totally and completely unsympathetic. Why anyone would ever want to interact with them beyond the initial meeting is beyond my understanding, let alone protect them in the end. Given the time period of my campaign (pre-Triumph), the presence of Therans is rather unusual, so I used that to announce future badness. The composition of the group was altered and made friendlier in general, though I included two t'skrang of the K'tenshin arapagoi as part of the deeper plot. They also weren't simply a hunting and slaving party, but actively looking for something.

All of this may have gone well, but the ultimate decision was to not interact with them at all. There was the fear that the Therans would simply try to kill them outright, coupled with an outright hatred of them by some characters that I didn't know about. Which was when things started to fall apart. There is a valuable lesson about communication and knowing your audience in here, as well as fostering healthy group dynamics. Above all else, communication; it is the most difficult and most important part of gaming.

One piece of loot was the suspicious red gems they found are blood gems. An element of my setting that exists on a meta level as a warning: something bad happened here. They are produced from blood magic that a Namegiver died for. Whether that was from a dying act to save a friend, or as an unwilling sacrifice, is impossible to determine. Sometimes the droplets of blood from that act will crystallize into small, faceted gems that always look slick and sometimes gleam with an inner light. Their monetary value is minimal (there is something of a taboo in openly trafficking in them), but they do have some value in magical creation. They can be used as an ingredient (no more than half of the cost in ingredients), or to provide a bonus to the enchanting process - just not both. So far nothing has been done with them, but I strongly suspect no one actually remembers all of this no matter how many times I repeat it.

The other piece of loot introduced was death moth wings. For these I used a yard of crushed tulle and cut it into triangular sections in an effort to replicate moth wings. Since they still needed to fit in the boxes, I decided to keep it simple. The downside to this is the tulle has interacted poorly with later introductions into the boxes. Particularly jehuthra webs, which is really just fitting. These would later become one of the favorite pieces of loot to decorate. It got... elaborate and expensive. More on that in a future adventure log.