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A City of Whispers and Knives - Notes on Session 2 PDF Print E-mail
Written by ParadoxDruid   
Monday, 25 February 2008

And the actual play report from session two on January 24th: 


Plot Synopsis, by Scene:

_The Small Matter of the Spies_
Confident that four spies from the Trafficker's guild are in their midst, the group talks to their members and assesses which spy is the most honest and swayable, and which is the most deplorable and untrustworthy[1]. The two otherwise average spies are given into the care of Hulcion and given crap-work in the hopes they will give up, while Ardl spends some time with the spy woman Mino, trying to sway her and win her over to the Musicians [2]. Tulia, meanwhile, confronts and terrifies the most deplorable spy, who flees when given the chance. Tulia, and later Hulcion, both decide that it would be worthwhile to see where the spy runs to, and set out on his trail. The trail, as it were, leads straight to the turf of the Trafficker's guild...

Comments:
[1] I thought that trying to separate the spies by moral stature was an interesting idea, and a good way to pursue it. I can't remember who proposed that (Steven, I think).
[2] I was having trouble getting started with the game, so Steven's attempt to sway the spy caught me off-guard and unprepared to give a good performance. For the record, Steven, you did a good job convincing her. I felt a little off-kilter at the start of the session, which I think may have shaped a lot of what follows.


_Turf, Not Home_
Hulcion pursues the fleeing spies trail into the territory claimed by the Trafficker's Guild. Unfortunately, Hulcion is well known as a tough for the Musician's and a violent drunk, so some Trafficker dock-hands decide that he's not going any further into their neighborhood [1]. One of them is trained in the arts of the Hell-Hooks, and manages to topple Hulcion to the ground by hooking through one of his ribs [2]. Despite this disadvantage, Hulcion manages to smash and beat most of the other dock-hands. Seeing the tables turn, their leader calls it quits and runs away to some side streets. Tulia heard the scuffle, and helps Hulcion get up. Together, they track the trail back to the river, and across the river to the Isle Mulla. While they search for further tracks, a strange magic wind flings them bodily into the cold river, and a forming whirlpool threatens to suck them down to the icy bottom [3]. Hulcion uses his prodigious strength to pull them both to safety [4], and they decide that for now, discretion is the better part of valor.

Comments:
[1] As I said, my control of the plot and pacing felt a little shaky, so I went to my best source for instant plot-- the "flags" the players had given me, in the form of their Problems. Ed gave Hulcion some doozys, so I figured it was time to start calling them in.
[2] In Hind-sight, I feel like it would have been better to have 4 average but capable Hell-hooks users, instead of 1 master fighter and 4 mooks. In any case, it played out pretty much as I desired-- Hulcion is big and scary, but even a giant can be cut down by sharpened metal designed to kill things. I want fights to be dangerous. However, they should also be profitable-- if the rolls had been different and Hulcion had easily truimphed, there was further plot from the dock-hand that would have driven Hulcion differently.
[3] Again, using my "what do we want to see" flags from character Problems, Tulia is going to get progressively worse attacks from rival Mages.
[4] And to think, I thought of telling Ed not to waste his points on Athletics techniques-- he used them to great effect several times this session.


_What Harm Could A Dinner Party Be?_

Satavo wishes to return the favor to Ardl, and has invited him to attend a high-profile dinner at Satavo's estate, proclaiming the fact loudly throughout the city (to Ardl's great satisfaction [1]). Almost immediately, gears are put into motion. While Hulcion shops for armor while nursing his wounded ribs, he is beguiling by an attractive young woman, who leads him to an out-of-the-way hostel with a secluded bedroom... where she confesses that she is with the Traffickers, and tells him that they have someone dear to him [2]. The woman tells Hulcion that Satavo has something they want, and he had better bring it to them. Ardl, meanwhile, meets up with the female aide of one of the Weaver's Senators, who tells him that the Weaver's are very interested in Ardl's progress. Ardl bestows honor to them by inviting the Senator to join him for Satavo's dinner, and the aide confesses that they desire Satavo's secrets as well. Ardl calls her out, saying that the Weaver's want to keep their dirty deeds at arm's length[3], and she can only smile.

Comments:
[1] I was hopeful that since this action satisfied Ardl's craving, none of the players would dwell too long on why Satavo would deliberately alert everyone that Ardl was the perfect "inside man". It worked out pretty well.
[2] Hulcion has Problems, lots of Problems. Also, it was good to see Haggle being used-- another skill I thought might not come up. I do wonder how hard it is for Hulcion to get dates...
[3] Astute observation, and perfectly how I want to portray the Weaver's.


_Light Party, Dark Dessert_
Satavo has claimed as his own the estate of the Mage's Senator who recently died, and is remaking it into a aesthetic delight of stained glass, bright light, and imported Ruhini sand [1]. Ardl and Hulcion arrive, with Hulcion in full guard regalia. Ardl enters the party and begans a verbal repartee with Ogoro and Zhialachu of the Trafficker's Guild. Zhialachu learns that Ardl knows Aqueous Divination (and speaks Ob-Lob), and Ardl plays up his respect for the Ob-Lobs, worming his way into her decrepit heart... which is good, since she is obviously the brains behind Ogoro's throne [2]. Hulcion longues outside with the guards, but then retreats into a nearby bar and switches into an all-black, ninja outfit to watch from cover [3]. Satavo arrives at the party and makes pleasantries, emphasizing how much he hopes to reaffirm and strengthen the bond between the Musicians and the Sages. Ardl does take a small break to look out a bathroom window, identify a likely window outside Satavo's private office, and create convenient steps of frozen smoke below the window [4].

Comments:
[1] I should try to sketch/map Satavo's estate. I predict that more scenes will happen there, and I have a good picture of it in my mind. I do wonder how he got several tons of sand from halfway across the world...
[2] I like the back and forth of magic I imagine in this scene-- I should have given Steven's magic more descriptive time, rather than "yeah, yeah, bonus dice", since two fortune-tellers seeing into the near-future to shape their conversation, at the same time, could lead to some amusing psychic static and "I know you'll say that, but you won't because I know you know I know you know..." In my mental movie of the campaign, that's retroactively what happened.
[3] I find the image of a huge misshapen giant slipping into a (probably ill-fitting) black jumpsuit and trying to sneak through a city street incredibly amusing.
[4] Great tactical planning, and if Tulia couldn't so easily fly, would have been very, very useful. Seems like something you'd see in a spy movie.


_Shadow Antics_
While Satavo and Ardl trade wits, Tulia casts a spell to assume a noxious black form which can fly. She swiftly reaches Satavo's office and gets in past the barred windows [1]. Inside, the room is dark and blazing hot, heated by a large enchanted rock in the ceiling that gives off waves of heat. Tulia is about to begin her search when she notices a woman hiding under the desk. With her dark senses, Tulia quickly determines that it is none other than the spy Mino, who is looking for the same secrets as Tulia! Tulia hides in a corner and watches Mino as she discovers Satavo's updated map of the city, hiding it in her ample bosom. Mino hides during the guard's rounds [2], and sets to work tryng to pry the magic rock off the ceiling. Eventually, she gives up and changes into a servant's outfit, and goes to slip out the door of the office. Tulia, still in shadowy crow form, slips past and grabs the map out of Mino's dress without Mino noticing, leaving Mino to sneak out and later discover her misfortune [3]. Now alert to where a further prize might be, Tulia struggles agains the rock, finally cracking it's mortaring with her dagger, and getting severely burnt as the super-hot rock drops into her arms-- but still muffling the sound of it falling [4]. Inside the cavity in the ceiling, she discovers a strange silvery liquid contained in two layers of sealed, blown glass jars [5]. Unfortunately, the glass jar is too large to fit through the barred window, so Tulia smashes one layer of the jar, and departs, flying through the darkened sky on tattered wings.

Comments:
[1] I botched my job describing the situation here, and I think Sara got a little frustrated by it. Oops!
[2] What kind of crappy guard doesn't notice a big hourglass missing from the desk, and presumably disheveled papers and stuff? Satavo needs better hired help.
[3] I'm glad Sara suggested the pickpocket routine. It is a cool image of a shadowy form darting out and snatching, it leverages her character's mechanical strengths, and it leads to more interesting plot than what I had planned.
[4] Again, I was not conveying the scene well enough, and Sara wasn't aware that the rock would be hot. After my first bungled description, I should have stepped back and taken my time to make sure I got it right.
[5]*evil laughter*


_Guards, Guards!_
Ardl and Satavo's conversation at the party turns to Master Rugo and his new Opera. Satavo expresses great interest, and when he hears that Rugo is at his country estate, he summons Master Ulga, a Stormtongue sorceror, to go check on and protect Rugo [1]. When Ulga goes flying (literally) out the front door, though, Hulcion recognizes him as the blurry figure of the mage who tried to drown him earlier that day! Wasting no time, Hulcion hefts a hunk of cobblestone from the street and hurls it at Ulga, who is knocked senseless and tumbles out of the air onto the steps of Satavo's estate [2]. The Guards chase after Hulcion, who evades them by leaping up the walls of nearby buildings, and then bounding across roofs [3]. The Guards bring Ulga in to be healed by Satavo's sunwise magic, and tell the party guests that a giant did the deed. Ardl, seeking to preserve the Musician's honor, lies through his teeth to, at least temporarily, convince those present that the Soldier's also have giants, and it must have been one of their men [4]. Satavo revives a confused Ulga, and sends him to seek the Soldier's Guild giant. The crisis calmed, Satavo leads Ardl towards his office to give him a gift for Rugo. Ardl, knowing Tulia is still inside, sings loudly to slow Satavo and warn her, giving Tulia ample time to escape [5]. When Satavo and Ardl arrive at the office, they find it in disarray. Satavo turns towards Ardl and says, "It appears that I've been robbed," but he is grinning as he says so... [6]

Comments:
[1] I see Satavo as a true lover of the arts. Was his summons a threat, a genuine concern, or something else? Lots to explore.
[2] It's nice when the game mechanics work out so well to let something dramatically appropriate happen. Nice shot, Ed!
[3] Ed's investment in Hulcion's amazing Athletics abilities pay off again.
[4] This will have repurcussions, yes it will. I like seeing Ardl played as so concerned about the Guild's status and appearances. He is the sort of man who schemes for additional senate seats.
[5] Because I've separated this account into discrete scenes, this seems out of joint with Tulia's escape earlier. So it goes. Nice roleplaying on Steven's part to stall him believably!
[6] I relished this moment. *evil laughter*


_The Wrap Party_

Tulia, Hulcion, and Ardl safely make it back to the theater, and Hulcion quickly sets to work getting a skilled journeyman to make copies of the city map, saving one for himself [1]. Meanwhile, Tulia and Ardl argue about where to store the jar of mercury, which palpably radiates magic [2]. They eventually decide on Rugo's spare house in an unclaimed portion of the city, and Tulia heads there accompanied by several toughs from the Guild, though she is aware of Ulga in the sky, tracking her. While the day to day machinations take place, the Guild's concerted efforts to improve their image and boolster support have started to pay off-- they're certainly noticing improved morale in their guild members, and public support is rising as well [3]. This bodes well for the Dindavaran amabassadors visit in a little over a week.

Comments:
[1] I can't wait to see what Ed has Hulcion do to resolve this situation without selling out his own Guild.
[2] The night was getting late, and I think this little disagreement was more between Steven and Sara than Ardl and Tulia, which wasn't great. It's funny how the minor problems sometimes seem the most important.
[3] Not much Company level action in this session (I think we'll see much more next week, with Ron back), but the one big roll made was a success, raising the Guild's permanent Sovereignty to 3. Yay!


General comments:

* I'm still enjoying the system very much-- quick and easy, but gives results that drive the scenes nicely and don't break my disbelief.
* I was a little off this session, but it sounds like all my players had fun, which is good. Ron's absence had caught me a little off-guard for planning. I mean, he gave me more than ample warning, I just didn't anticipate how much his absence would change the game dynamics. 

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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