What's going on in Westhill?
Submitted by Speth BloodDrinker on Sun, 12/18/2011 - 22:32
What do the player characters in the West Hill want to do (short term, long term, etc)? This might be a repeat of post elsewhere, but please humor me.
Currently there is a dwarf in town that is waiting for an escort home who will provide compensation for the problems with the diseased crocodile (iron?). This payment was possibly going to be used to hire a Chalani Arroi (sp?) to 'grow' a new leg for Kirks' char.
Kirk's character and his wife have taken one sheep from the raid and left to get a harness and peg leg made for his missing leg. I believe you have one sheep to present to the clan and another left over.
Of course there are the plot hooks to consider as well.
sheep from raid
Was this the raid where we stole the sheep from the pitiful whining kid who was on guard duty?
sheep
Yes.
Varu isn't big on thinking
Varu wants to do what is best for the clan. So he asks Evina and his mother. Not in that order.
Is there something more important to the clan than getting a fortune in iron?
Left to his own devices and without guidance, Varu spends a season working with Pony in the fields and around the clan hall, until he hears of a fair where a strongest horse contest is scheduled.
Or of a marriageable woman from an appropriate clan who is known to make good mutton sausage.
Westhill pasturage looking north
Evina
"Of course there's more important things to the clan than a fortune in iron! You will know them when you are told them!"
Evina wants to be a player in high west hill affairs. Head of black ops, royal raiding parties, imperialism. In the meantime she wants to know what she did wrong to get the crap job of babysitting her niece and her infected no-good husband on a rid the curse quest. She was told it was an important quest, but she knows better.
He wonders
Varu wonders why Evina is so grumpy all the time. "If she was a horse, I would think she needed reshoeing."
Inevitable
Since returning home, Imarjon has been retelling the adventure to the younger children that he watches over. He especially likes describing the trolls in order to scare the little ones and to make himself feel important. He shows off the charm to "prove" his story.
However, he is getting bored of the routine and wants to see the next Dwarven community. In the event that his traveling companions decide to escort the Dwarf home, Imarjon has a packed bag with clothes and survival gear. He is ready to go.
Mike's opinion
As far as I'm concerned, I would be happy to have Chris start the next game with "you travel 30 days across the face of the mountains, skirt your way into southern Sartar by back trails, ultimately end up following the dwarf as you enter Mostali lands, and arrive, tired, hungry and low on supplies at the entrance to what the dwarf says is his work place."
But if Chris has a bunch of road adventure stuff planned, that's fine too.
OOOH! Here's a thought: Are we cutting through the mountains on rough trails, or heading into the lowlands? In other words, will our path look more like
or
If the former, Varu has to leave Pony! If the latter, there would be a lot more dealing with people.
What the?
Am I now to play babysitter for a mostali payment venture?? with a ghost talker who wants to tell stories to little children and a Strong Man who would marry his horse if it made mutton sausage I tell you!
Inevitable
Hey, Varu. What do you suppose Evina (Everina?) did to make Korisan force her to do things she doesn't want to do, like go with us to "Black Swamp" or "Dwarftown"? It must have been pretty bad because Evina (Everina?) did not even have anything to do with that giant croc of chaos which hurt Ulric's leg before you swung it by it's tail and killed it. Yet, she still had to go with us, even though the council (and even Stubby) thought that we might not return from that flat top rock that Telareesh had a vision of.
Varu stares at you blankly
Varu stares at you blankly for two minutes.
"I don't know."
"Let's go ask Korisan." (Is that really her name?)
Chars
Hey guys,
We will spend the first few minutes updating your character sheets for the new edition. I'm not sure what this entails other than picking runes, so hopefully this won't take long.
Next, you've been told to raid a caravan that is known to pass near the clan lands this time of year. More details to follow tomorrow night, but basically you'll need to come us with a plan/ambush to get away with the goods without being identified/captured. This will be run similarly to the sheep raid.
If there's anything else the players want to do let me know here.
updates
only 1 or 2 things struck me from the conversion process:
In HQv3, to be an initiate, you have to have one of the god's runes at 1W. Now, we can either jigger that around, or you can let us slide on it, saying (for example) that the priests aren't that tough in the Emarjela.
Also, in the new rules, spending points during character creation is 1 for 1, regardless of what you're spending them on. So that might change some things.
Details
Things Mike would like to know about raiding caravans:
You suggested through talking about this that it is a common practice in the area. So I assume we can expect any caravan to have guards.
Is the customary caravan raid handled similarly to a cattle raid? Are people unlikely to die? Is killing everyone considered improper?
Is a typical raid one where the attackers force everyone to surrender, or one where people rush in, grab stuff, and run off? Or something else?
Today?
It's definitley better to scare the guards into surrendering so that they can rescue you from Gibberlings.
Ok. That worked well. If we only had a plan for dealing with 30 Gibberlings...
Imarjan moved out of the Thane Hall and passes the winter living on the outskirts of the Tula. After spending most of the time with Wurggenovthen Troat Bugler, the clan shaman, Imarjan chooses to follow the Tradition of Blackface & Cloak.
Here are Wurggenovthen's stats (pending Chris' approval):
Shaman of the Elken Horned Man Tradition
Open Spirit World 5W2
Elken Horned Man Follower 1W2
Spirit World Travel 20W
Spirit Face 15 W
Bind Spirit 15 W
Soul Wind 10 W
Shamanic Escape 5W
Practice Spirits
Clear Eye (Camp Warding Spirit, Control Earth Spirit, Banish Otherworldly Enemy)
Battle Hand (Strike, Fearless, Hurt Chaos)
Journey Foot (Find Trail, Sleep Safely)
Spirit Ally is an Elk with Mountain Survival Skill
Fetch appears as an exsact double plus Elk antlers