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The house charter is read over by Saryn, Karresh and Chet. The document is a record of the genealogy through the women of the Dayas family. Until the name Emeria appears, about eight generations ago. Then the document records males of the Emeria family except for the last 3 generations, which seems like the last time the charter was updated.
Karresh sends for a chronicler to help fill in the details of the sudden appearance of Emeria in the document. Chet and Saryn search through the other documents for related materials and any lore on fighting vampires (failed research). They discover some best practices when fighting vampires and discover that Hanno is ancient and a great vampire…these best practices have a lesser effect on him. He predates Bashura by generations.
Later, Chet heads out hunting because the food stores of the manor are empty and the staff knows it. Karresh searches the estate for coin, valuables to pay retainers and staff (Successful scavenge). Lord Gaston has not been seen since the fire and there is gossip about who is in charge.
Chet takes down a nice antelope, but is himself hunted by a giant wood spider(failed hunt). Chet runs with the deer and the spider gives a good chase, Chet very barely manages to avoid capture by hiding in the dense sections of the wood as he hurries back to the manor.
When Kristoff, the chronicler Karresh sent for, arrives(Circles) he shares the evening meal with them before they ask him about the house charter. Kristoff references the charter with scrolls he brought, Saryn provides Kristoff magical aid (fails!!). Kristoff reveals a pact with an otherworldly entity, Emeria, one that requires a Dayas woman to honor it. SO while House Emeria is intact, there are skeletons in the closet.
Saryn and Karresh decide their next actions in the best interest of restoring the house are: find a non-noble Dayas woman to reunify the Dayas Emeria lines and renew the pact. Offer up Capt. Garreth as a peace offering and have Lord Gaston resign the Highseat and marry Shala Undu as once decreed.
When they tell Bashara about their findings Bashara is oddly indifferent and dismisses the need to find a Dayas woman, let her be. He does insist they destroy his vessel before Honno the vampire takes it. He has no confidence in their ability to stop Honno.
There is a tax resource cycle at the session’s end –everyone passed.
Boys and girls, When you make your PC lord of a house and then miss 4 sessions…Shit will still get real without you!
Kerrash’s archivist contact discovered the staff used in the explosion was a device fashioned by Urza. One in a set of three.
Capt. Garreth began rounding up members of house Undu and a battle ensues as House Undu members and the Lady Undu fight a retreat to their docked ship. Both sides take on many casualties.
An inferno erupts from the lower sections of the manor house quickly catching the west wing of the manor house.
Saryn goes to retrieve the Koi statue from it’s hiding spot in the West wing and encounters a tall, bald and pale man walking through the blaze. The man’s close are of an era long gone by. He taps an ornate cane rhythmically as he ,makes way toward Saryn and the status. Saryn grabs the Koi and runs. The man laughs and a hellfire hound all ablaze joins his side.
Kerrash arrives back to the Emeria manor after the battle is done. Half the house is razed, the rest smouldering. Survivors and wounded are scattered on the grounds. Chet and some of the house staff update Kerrash on the battle.
Saryn searches for a place to stash the Koi statue and discovers an old, warded vault in the remains of the house. In the vault are various devices, reagents, books, scrolls and a huge gelatinous egg melting. Saryn pours through the scrolls and books and figures out the egg is a hatching spawn of the Eldrazi and freezing the egg could suspend it’s release. He casts his magic to encase the egg in ice. (Evoke test duration:Adventure)
Up above, Kerrash delivers a speech to the staff, boosted by his white magic to unite and improve their morale. He then turns on Capt Garreth for his actions in starting the battle with house Undu. Karresh demands garreth resign. Capt Garreth does no such thing. Garreth says only Gaston, the Highseat of the house has the authority to remove him. The damage is done, however as the house members have lost respect and confidence in Capt. Garreth. (successful Oratory Vs )
Later Saryn seeks out Capt Garreth and reprimands him for his reckless actions, but they reach an accord and a possibly alliance. Garreth sets up a watch post near the vault as per Saryn’s request. (successful Arcane Action Vs )
After the evening meal, and the house staff has settled into makeshift quarters. Karresh, Chet and Saryn return to the vault to consult with the ghost of Bahara. They learn two things. One, there is an issue with the current lineage of House Emeria. There maybe a usurper of the family matriarchal line. The Emeria Charter can help set things right, it was last seen by Bahara in Lady Amelia’s library…currently burnt to the ground! (failed Observation).
Second, the man Saryn saw in the fires earlier is the Vampire, Honno and his hellfire hound. They were after Bahara’s ghost vessel and started the fires.
Chet searches and finds in the wreckage the spot where the library would have been. Saryn, with Kerrash help, crafts a spell to help find the Emeria Charter…and discovers another room below where the library was. This room houses a series of scrolls, art, and the Emeria Charter!! ( Linked Observation, Arcane Action Ob 7 test Vs 11 Dice — successful!)
Session ends as they unfurl the charter scroll and we see the shocked faces of Chet, Saryn and Karresh.
PCs : Kerrash, Kor priest with lineage to House Emeria. Saryn Emeria, upstart mage and nephew to Lord Emeria. Chet, merfolk freeman, serves house Emeria since purchased.
The new GKC Game Day Banner was a hit!
I played the new Shadowrun Encounters dice game with four other folks. Very nice push your luck mechanics and a neat mission stealing loop. I look forward to expansion cards. It’s a faster (and different) game than Crossfire, it also is not co-op. Both are fun games!
I sat in on Jedi Blackbird and I had way too much fun playing the paroled scoundrel. Lady Blackbird mechanics plays extremely well in the Star Wars fiction! I had a key called “Let them Fight”. I got Xp when the jedi I’m guiding fight the Hutt I owe money to. SO OF COURSE my first opportunity I took them to Bokka the Hutt – I’m pretty sure it surprised the GM, she wanted to make sure I wasn’t mistaken. If I make peace with the Hutt I could buy the key off. It was Win-Win for me!
I ran Storm Giant’s Thunder, totally brought my FFG Star Wars dice to play! I jumped right into chapter two of the adventure. You’ll need 5th level PCs and chapter one is all about leveling up to 5th. Just so you know, A giant will steam roll 4 5th level players. I missed the bit in the book. It’s not even a full sentence or even in bold. It said, many of the encounters are deadly ones. I will be running this again! And there was interest in running a regular game of the giants adventure.
All in all, #7 was a good run. I was a bit tired from traveling when it began, and totally wiped when we ended. I enjoy when new folks show up out of the blue and stay the day to play!
Special Big Mad Thanks to Brad for running Shadowrun Missions for one player. Brad is Bad.Ass! He’s done this before for D&D and I think it is awesome.
Game System: Mongoose Traveller 2.0
GM: Robert Bellamy
Number of Players: 7
Start Time: 9AM
You are the Paragon Crew. It’s a nice (and sardonically inaccurate) name for the most motley, mismatched, sorry collection of sentients to be found Spinward of the Beyond, but it’s also the name of a group who have no choice but to do the right thing as their one shot to get out of the wrong place. Yeah, you are funded by some unknown benefactor whose credit smells sickeningly of Imperium Intelligence ops — but you can either do this or spend your days rotting on Malfax Station. Deciding to go on their little field trip to Palindrome was the easy part — surviving it, well, that’s the trick, ain’t it?
Characters Provided. No Rules Knowledge Required.
Game System: Shadowrun
Min – Max number players: 3-5
Start Time: 7PM
Session Length: 4Hours+
GM: Brad Kelley
Game description: The gangs in the CZ are getting restless, and of course you’re about to get stuck in the middle of it all. Again. An official Missions organized play event with pre-gens available. Beginner and experienced players welcome and adjustments will be made to the scenario as experience level dictates. Note: If participants have already played this scenario we could swap in another. Info on creating your own Missions characters is available here:http://www.drivethrurpg.com/product/119272/Shadowrun-Missions-Season-5-Prep-Files
Game Title: Rise of the Runelords (RPGKC Game Day Campaign)
Game System: Pathfinder
Min – Max number players: 4-6