Welcome to the Wandering Monk Rolemaster Forums. Click here to register with us.


Current session summaries.

Moderator: The Keeper

Board index  Worlds Kell Sessions



Post Number:#1  Postby The Keeper » 20 Aug 2017, 11:28

This was the final session in this period.

Both the player and I were a match (in my opinion) but we had different expectations. I have, I suppose, a narrow set of requirements that exclude certain roleplayer types that I perceive as an inherent danger to the healh of my marriage, my patience, or both.

The player wanted to expand the number of people, which was fine but I was not comfortable with entertaining multiple people I didn't know whom my wife might have issues with.

Ultimately it did not work out.

I've learned to allow a natural progression towards meeting and vetting gamers and I am now unwilling to push that as it results each and every time in a no win situation for all involved.

Here are the notes for the final session:

1.0 Brief Notes/Recap
Archire and party are now camping a small ways south of Dönus. Jenner has investigated the town and the party has decided to try and move around it.
Jenner came away with some papers. Not important at the moment, I just made it up but it’s a hook later on if I want to use it for something.
Also, Fenrid, Archire and Jenner observed what was a combination of three patrols collectively enter then leave the town.
Also, Jenner has one of the Drow amulets now and Felonius and Archire have the rings of communication.
2.0 Overview
Karthin political situation and geography as it relates to this current scenario:
Near as I can tell from old notes, there is some sort of rebellion in Karthin. The border between Samarita (north of Karthin itself) has been closed. Apparently the party started north of the floating city of Samarita (Fenrid was never involved) journeyed south to the city and then south again to the border, whereupon the finally moved in to Vega, which is just south of the border.
According to my political map Vassilisa, where Archire (Tom) is headed is the southern most point of Karthin (Athenea).
The Circle was involved, an elaborate ruse by rebels against the Samaritan church and the Lorn church. There was a comment that a coup was going to take place in one file so I am assuming this is leading up to that with Ean Demmersling eventually conquering all and becoming the new High Lord - which I also believe is another case of a caretaker kind of thing.
Hmmm…looks like the coup happened and that IIRC their are armys from all the family houses sitting around Karthin (the city) but no overt action has been taken yet.
Well…found family note file. Nevermind it was there all along! Seems the coup had already happened when the old party intially started. So, events as mentioned above have been a direct result of this and all the house politicking.
According to the file, the families have war bands around Vassilisa, NOT Karthin! So, when the party actually arrives here they will be facing the fallout. I started Archire in November and this is actually the time frame of the last party so it all works out. Karthin will be in the midst of chaos when Archire arrives.
There is actual fighting inside Vassilisa for control, but this consists not of soldiers and fighting men but of servants, courtiers, lords and ladies as well as retainers and common folk. By law and family tradition no family/house army is allowed within a 10 mile radius of Vassilisa. That would include single or groups of soldiers. So, the fighting is being done with sharp and blunt objects being handled by untrained (or relatively untrained) people.
Note as well, that the document states that Conal Ward served Locke Corithsin. His sons served Larn and Cain Corithsin and supervised the building of the Wall of Larn (note, no longer the wall of Dayorr Corithsin).
I detail the above because sooner or later Archire will walk into this situation and I need to have the events sorted out.
Previous notes:
A word on the Jarhwahld: I am turning the clans into Viking (Nordic) types. It seems to fit better with the terrain. Hence all clan names will change and chiefs will have more Scandinavian sounding names. Kalkor remains the same. Although, now he is a fierce (and fearsome) Nordic type warrior. All the barbarians here are thusly equipped with axes, bows, spears and wear furs, leggings, etc.
Clans: Isulf • Helgi • Thidrandi • Anakol • Sigvat • Thorald • Ingjald • Mord • Asgeir • Isulf • Gunnisson • Unnulf. Twelve clans, all descended from their original chiefs with those names. In the case of Gunnison, descended from the son of Gunnis. Kalkor is of Clan Isulf, which is the ruling clan.
Note that the clans are treated as Scottish clans for the purpose of property. That is, the clan chief owns the territory and his clansmen work it. This is divergent from old Scandinavian clans whereby the territory was owned by the individual.
The Black Mountains are the home of Shann, who is a distant cousin of Kalkor Shann’s territory (the Black Mountains) is under clan Isulf (the clann Shann was born into). Shann is a somewhat more of a thinker and less barbaric than Kalkor but that tends to be because the lands his clan lives in are far less forgiving of stupidity than those Kalkor lives in.
Shann descends from Önde who was given the Black Mountains to settle about 1000 years ago. Dönus (pronounced Due-nus) is their capital city (a large village really) that sits in a small valley within the pass that goes through the mountains. Dönus holds about 5000 people and is a fortified village using the natural cliffs of the area and the rock available. A large stream feeds the village from a sharp waterfall that overlooks the village.
Dönus is empty of warriors nearly all the time, except for reserves. These men are either always on patrols, hunting, gathering or fortifying positions elsewhere in the mountains. Shann’s men have a number of hides, towers, caves and tunnels at their disposal for various uses. The rest of the village is home to the old (women are equal in clan society and serve as warriors), reserves and crafters. By crafters I mean those people whom make the items and goods the tribe needs. There is very limited farming and only on small plots inside the village. The clans tend to be a hunter/gatherer society.
Given the remoteness of the mountains, Shann’s ancestors decided that it was an acceptable risk to allow some of their worgs into the wild. Over time large populations of them have grown and it is one of the marks of the clan warriors (as in other places) manhood to capture and tame their own worg mount.
Consequently, it will not be inappropriate for Tom to run into worg packs. Depending, Tom and the party may also run into clan patrols that are either patroling or hunting (either worgs or game).
Other things Tom and the party may run into could be one of these towers, hides or tunnels I indicated earlier. This could be used either as a safety or an encounter.
Some variables: If the party is captured whole they will be brought to Shann, who will bundle them up and have his men take them to Kalkor simply because there are magic users in the group. If only part of the party is captured but the clans do not realize there are more members, the same above will happen. If the clans do realize there are more members they will be hunted until all are collected and then sent to Kalkor. If the party captures clansmen there’s really nothing they offer information wise that the party might be seeking. Shann himself has only provided men to work with the shadowy figures Kalkor has allied with - beyond the ones normally assigned to occupy and defend the Black Tower. The common clan warrior knows nothing about any of this and the party itself has zero idea about any of it (and it’s doubtful it would hold any meaning to them at this time even if they did know).
Damanes. It is possible that Tom may run across a damane. If the opportunity presents itself and it fits, use a damane. Otherwise, these are rarely encountered. Those Shann may have are lesser damanes as Kalkor has demanded and received the best from all of the clans.
Final note. I am expecting some encounters with clansmen and their worgs. I am not expecting Tom to reach the Black Gate. Perhaps next week.
Further I am not expecting any diversions to the watch tower but should that happen the area is thick with barbarians. The drow and thanes will not be encountered just yet. However, the party would have to get through the thick of things just to find out what is going on. There’s absolutely no reason save curiosity (they can’t even see the tower, all they see is that the path forks) as to why they would be here.
However, stranger things have happened.
3.0 Scenario
Tom pointed out that if a party is avoiding a confrontation it’s a good sign that they think they are underpowered. Something I’d not ever considered. Very useful.
Once again, I have stalled things. It shouldn’t take four or five sessions to move through a pass. So, I am going to not delay at getting the party into the Jahrwahld proper any longer.
Tonights’s session will open up with an attack in-force at night (four worgs, ten warriors, two damanes (with their slaves). There will be some warning, but the clansmen with worgs and damanes will be on them. The intent is to have the party fighting defensively, but it will not last too long.
Coming to their rescue will be a 12 man force of the HomeGuarde with a cleric of Athena. This force will push into the clansmen (who will know who and what they are).
I want to separate Tulla, Alshain and Tora from the main group. They are dead weight and I forget all about them in combat. That leaves my main group of Cyrill, Felonius, Fenrid, Jenner and Archire. Cyrill will be going as well, but that’s later.
The HomeGuarde will quickly drive off the clansmen, but not before they take Tulla, Alshain and Tora with them.
The rest of the party is left face to face with the HomeGuarde.
The leader here is Ariadna Donkova. She is apx. 50yrs old and is a battle hardened veteran (10th level fighter). The cleric is Taras Oistrakh, 60 yrs old (12th level cleric). Ariadna’s second in command is Taras Tsarev (35, 7th level fighter).
Ariadna will attempt to communicate with the party. Time is short, there will be reinforcements soon. She will tell them to follow her if they wish to remain alive. Cyrill will object (he’s missing three people) but will go along.
The party can understand Ariadna. Her speech is stilted with many ‘thees’ and ‘thoughs’, ‘shalts’ and similare archaic language. It’s a much older form of Common, but again - understandable.
Since Ariadna and her men are not fighting them the party might be inclined to go along. As I don’t know what Archire’s actions will be I assume he will.
In any case, whether he does not and runs away to track the party or does go along he will hear the same info as the rest (they WILL go along). The party will be led to a secluded safe area that the HG has been operating from.
Ariadne will also have questions. She wants to know what the party is doing her. No one has used the pass in generations. Felonius will do the speaking and all he reveals is a holy quest to reach Vassilisa.
The party will find out about the clans, the Jahrwahld, the damanes, Athena, the HomeGuarde, Karthin, Vassilissa and any other non-security type questions they may have.
Ariadne’s concern will be that the party may have information useful to the HG. Delivery of the party to her superiors outside Bierwood (69-P, V15) will be her focus. So, she will offer to give the party two men who can lead them there and from there they can negotiate getting to Vassilissa.
Cyrill will take Ariadne up on this, but he does not wish to leave without the rest of the party members. A deal is worked out where Ariadne will help him get them back while the rest travel on. That will remove Cyrill from the party. So, now I have Fenrid, Felonius, Archire and Jenner. Cyrill, with the assistance of Ariadne (whom he will befriend (he has that character trait) will ultimately catch up to the party at Letheryn. Whether he will have the other party members with him I have yet to determine.
The two nameless HG men will easily guide the party to Bierwood. This will get them quickly past the Black Gate and into the Jahrwahld. Only prominent landmarks should be noted in this passing.
Bierwood: This city is in the holdings of Clan Helgi. Jahn Helgi is the current chief and he and Kalkor have a mutual hatred for each other. Jahn, however, is careful not to overstep his fealties.
The party will not be speaking to Jahn or anyone from Clan Helgi or the city. They will be taken directly to Irinei Romanov (no relation to the Romananov house). The HG maintains an armed fortress to the east of Bierwood, once of the facilities that is transparent to the clans. One of the armsmen with the party will deliver a note to Irinei.
The note basically states (the party does not know this) the circumstances of the party’s appearance as well as the results of Ariadne’s questions.
Holy quests are the domain of clerics and wise men, far above Irinei’s paygrade. Other than capturing magicals he wants nothing to do with this. So, he will make the party a deal. He will give them escort through the HG ‘ways’ to a fort just outside the Shattered Lands (Dekmar). He will also give them a map detailing the correct path through the Shattered Lands. But once the party arrives (if it does) they must find and present themselves to Aegmarn of Letheryn. Letheryn is an abbey of Athena some 20 miles outside of Vassilissa. Aegmarn can deal with this. If the party will not agree then Irinei will have no choice but to take them to Aegmarn in chains. If the party does agree, but does not present themselves to Aegmarn within two months they will be declared hostile and their lives forefeit.
Irinei will send Aegmarn a note to expect them.
Note that there is no portal, no method of transport hither and yon from the Jahrwahld to Karthin proper. The HomeGuard itself must take the same paths through the Shattered Lands whenever they wish to come and go. Irinei is just refusing to spare the men beyond Dekmar.
If there is enough time we will play out the arrival at the fort at Dekmar.
For next time, this will be where Lucian and Caitlyn, Shane and Sia make their appearance.
Last note. Letheryn is where certain other answers about the situation in Karthin will be given and where the party will encounter Steuben and Adam. Steuben has been busy getting Adam down through Samarita to Vassilisa. Steuben will NOT be staying. His job at that point will be finished. Up to Felonius and Fenrid to figure out how to utilize Adam. And that will have to be done inside Vassilissa itself at the main church there. Vassilissa, which is currenty surrounded by various armies!
3.1 Descriptions
3.1.1 See
3.1.2 Hear
3.1.3 Feel (Touch)
Feel (Touch)
3.1.4 Smell
3.1.5 Taste(If Applicable)
Taste (If Applicable)
3.2 Contingency Plans
Contingency Plans. Design scenarios with alternate paths to success, alternate outcomes. Do NOT predestine characters or make assumptions of success, where failure will result in the failure of the scenario. Do not base outcomes on the success or failure of any one character (see above sentence). Make escape/rescue plans that do not appear contrived. Give the characters a way OUT!
4.0 Conditionals
5.0 NPCs/Creatures & Treasures [Stats]
NPCs/Creatures & Treasures [Stats]
6.0 Characters and Interactions
Characters and Interactions
7.0 Notes & Record-keeping
Characters and Interactions

Show post links

User avatar
The Keeper
Site Admin
Site Admin
Progress to next rank:
Years of membershipYears of membershipYears of membershipYears of membershipYears of membershipYears of membershipYears of membershipYears of membershipYears of membershipYears of membershipYears of membershipYears of membershipYears of membershipYears of membershipYears of membership
Topic author
Posts: 381
Age: 49
Joined: 25 May 2005, 22:00
Location: Phoenix, Arizona USA
Local time: 28 May 2020, 11:14
Online: 20d 19h 29m 9s
Has thanked: 1 time
Have thanks: 1 time
Real Name: Erik Youngren

  Who is online

Users browsing this forum: No registered users and 1 guest