Tales of Genius Ch. 2: Follow the Light
(9/16/18)
And so, for possibly the first time ever, I got a session two in a campaign! New high score! Woo-hoo!
Also, got to redo an adventure I ran for the old High School crew. Updated it slightly, added a puzzle, changed the final encounter, added a pair of magic items.
Don’t think I have any sort of RPG Life updates. Working on various other projects off and on. Started watching a new Netflix original series that redoubles a plot point later in this campaign.
Added a fourth party member. Which I think I’m going to lock down on. The games I’ve been involved with always had a problem of having a large number of players, so I think I want to try for the classic four-person ensemble.
Hope they’re having fun. Doubt plagues me, but they’re not whining to me, so it’s probably fine? It’s still clear I need to continue practicing GMing, and I’ve noticed I’ve been stuttering and having difficulty pronouncing words. That will all need to be improved before we move on to the podcast phase.
Now, for the second part of Tales of Genius![1]
CAST
Eli Roberts: (Played by Lyons) Child of Clio. Doctor, travelling to write a medical text akin to Gray’s Anatomy. He’s an Intellect!
Olivia Grayson: (Played by Maddie) Child of Thalia. Apprentice to Eli. Believes her Squirrel-raccoon companion is her boyfriend reincarnated.
Fromthe: (Played by Jose) Child of Calliope. Military veteran and current mercenary. Also has some mercantile ambitions.
Jean De Ferrero: (Played by Anthony) Child of Terpsichore. Travelling con artist.
Quick exposition:
So, that whole “Child of…” thing is part of my world’s lore. About nineteen hundred years ago, nine sisters travelled the world and founded nine schools of philosophy and nine separate cultures that populate the world. The only solid marker for the tribes is eye color. White/Light grey for Clio. Yellow for Thalia. Orange for Calliope. Green for Terpsichore. Others for the other tribes as they’re introduced.
The sisters are named after the Greek Muses.
And, so, onto our tale.
DATE: Late Winter 1911
PLACE: THE TINES (Mountain border of Astree and Hervar)
We open back up on North Fort. Food supplies are running even lower, especially since a good chunk of it has been poisoned. The mayor has decided to send those clever adventurers to try and find an alternate path out of town,[2] plus this nice Jean fellow who speaks highly of his own conquests.[3]
After some brainstorming while I was busy making curry,[4] the mayor mentioned the town crypts, which are a small network of caves some distance from town. There’s an iron door there which no one has explored past, because there’s a bunch of warning symbols on it, so better just stick the dead in there until claimed. But, well, it’s something?
The party heads to the crypt, as I couldn’t be bothered to force any scene work in the town. Would’ve been nice to establish the mixed critters of the setting, but I’m bad at following even my own notes, and I didn’t really have any cause to delay them.
In the crypts, they discovered a small band of Saber-toothed foxes.
Olivia tried to befriend the foxes using the cheese from the rations North Fort gave her, but the foxes weren’t satisfied, and unhappy with the intrusion. So combat despite Olivia’s protests!
I still am far from getting a handle of combat narrative, but after a few rounds, they’ve killed two foxes and scared off three.[5]
Then Olivia used a magic spell to cave in the entrance. Which… I should probably take a moment to taunt the party over.
And now I have. What nerds.
The party moved towards the iron door. It’s magic proof,[6] locked, and barred. So the group needs to figure out how to get in.
Unbarring it was easy enough, but it’s still locked.
But, hey, the party has a new Scoundrel Character! Maybe he can pick the lock!
The dice say no. This is dire, as the back up plan I had is sitting in North Fort,[7] and that’s not an available path anymore.
Okay, okay. Let’s reason this out. Is the door there to keep people out, or something in? Both, but which is important?
Which is to say: this door opens out, so the door hinges are on our players’ side! Which the fair doctor thinks up, then teases the con artist for not coming up with.
Said scoundrel (Jean) uses skullduggery to get the pins out. (Because it’s heavy iron, hasn’t been moved in a while, and would require finesse. Probably some heat to remove frost). I then have them do another check to get the door open since the lock is still engaged and needs to be worked out of the wall. Which they do.
Momentary inside baseball thing that might ruin the magic: I didn’t have a firm solution. I just placed the door down and waited until I heard a solution I liked. I recommend fellow GMs do this, but also try and prepare an alternate solution if the party can’t get past it for some reason. (See footnote 7 for my release valve).
On to the next room! A massive cavern, with many tunnels shooting off, and crystalline protrusions here and there. Then there’s a wooden lean-to slash shack near the door.
In side is a desk with a chess game mid-progress, and notebook tracking the game next to it, a glass jar of mythril dust, and a mummified corpse sitting in a chair[8] holding a bullseye lantern.
Eli Roberts examines the board, makes a move, notates it in the notebook(!), pockets the mythril dust, then investigates the mummy.
(A spent story point later also says he took the notebook.)
Eli fails to find anything notable on the corpse, so he turns to figure out what path to take.
Olivia, who we are learning this session has no regard for her fellow humans, uses her magic to puppeteer the mummy.
This jostles a rolled up scrap of paper out of its beard.
Time for the puzzle! Also pop quiz for my world building lore, because screw you, at least learn the muses you picked for your character’s heritage![9]
I wrote a poem (not a great poem, because I lack rhythm) that referenced the Muses in a certain order.
Now, this puzzle needs workshopping, because once the party figured out to use the mummy’s lantern[10] to shoot a beam of light into a large crystal to refract it into colored beams, and that they needed to follow the beam that corresponded with each Muse’s assigned eye colors in the order listed on the poem, there wasn’t much else to do until the final twist.
I probably could’ve done something with the crystals. Finding them, getting them in position,[11] just some complexity for the successive rooms.
Needs workshopping. But we also had a time limit, so maybe simple wasn’t bad for this rendition.
Now, this refracted light thing was an expansion on a moment that wowed the last time I did my North Fort session, which I mimicked halfway down the mine: the first obvious crystal sent the light bouncing all over the chamber, hitting other crystals, and illuminating the entire chamber, revealing a mural![12]
The mural told the mine’s story: they were mining it normally, then thought ‘hey, let’s try magic!’. Magic resonated with the mythril they were mining, heating the cave and waking up a giant snake that started gobbling people up. They got some adventurers in to deal with the snake and stopped using magic.
What I wish I added was the snake’s giant skull in this room. Instead, I had it in another room, looming over the exit tunnels. Oops.[13]
So that’s neat.
The party continued the prescribed solution and moved on, seeing the ribs of the snake were repurposed into support beams.
Another element I failed to convey is that the mining shafts were actually expanded from the snake’s tunnels throughout the mountain.
Anyways, the final room was the cool twist. Because the final mentioned Muse is Urania. Who I assigned black/dark grey eyes.
Black light’s not a thing. What could be the…
They killed their light. Eventually, mythril dust started to glow, a thick vein going down the final correct tunnel. (The poem also mentioned Urania using the stars in her line. This fit with the mythril dust but also her role as the Muse of Astronomy.)[14]
And they exit into another large chamber like the one at the top. Including wood office shack and an iron door. Inside the shack is another mummy, chessboard, and a notebook with matching move notations to the one earlier.
Including the move Eli noted and wrote down.[15] Huh.
Eli’s player spent a Genesys Story Point to say he nabbed the first notebook earlier so he wouldn’t have to hike back up.[16]
For those curious, there’s another poem on this end for going the other way. The colors don’t even have to be the same since they’d be approaching the crystals from a different angle, so the first step doesn’t have to be Urania![17]
Anyways, the spent story point ruined how I’d hoped to bring in the boss fight, so instead a Masked Snake slithers in.
Smaller than the one slain long ago, but still pretty big. Also way too young to listen to reason.
Again, three party members work to kill it as Olivia uses nonlethal magic. The snake iced the floor, making footing difficult.
I allowed the fight to drag on a while because, despite putting in my session plans to come back to make stats and having more than a month to, I never did.
Really should sit down and just make a series of notecards for easy, normal, and hard enemies. Get too distracted with narrative.
Anyways, combat rages, half the party gets upset with Olivia’s efforts not to kill the snake, when a mysterious figure in fancy robes and snake skull mask arrives and pulls a gun.
Olivia promptly magically murders this man without a word. Then steals his mask. And returns to nonlethal spells against the snake.
After realizing the snake can’t fit through the door, Eli and Jean attempt to flee, but Olivia refuses to leave, instead standing on the human corpse she created to avoid the disadvantage of the ice floors.
Eli goes in and finishes off the snake.
Grumpy after the encounter, they exit the caves, which leads out to a point on the path below the avalanche. There’s a way to connect North Fort and Soldier’s Rest.
They go to Soldier’s Rest (named such because it’s where the military men went to rest when not on duty at the mountain fort). Turn in a letter of introduction to Soldier’s Rest’s mayor, and step outside.
Where they encounter a Jackalope. They’re giant creatures ridden by the mail carriers of His Majesty’s Courier service![19] The courier has a letter for Eli Roberts: The Queen and Heir Apparent are ill with a mysterious disease, and Dr. Roberts comes highly recommended by his peers to help.
Whether this is because his peers genuinely believe he can do it, or because not healing the royal family could have dire consequences and they’d rather gamble Eli’s career over their own is a question I intend to play with.
End session two.
Admittedly, it was a railroading session that hinged on two combats that I didn’t prepare properly and a puzzle that need a few more facets, but I set some Campaign Plot up and actually got players to the table, so I say sufficient success! Always a learning experience! And Anthony seemed to prefer the system vastly over GURPS, so I think it’s good.
Just need to cement running combat and the Advantage and Disadvantage system. It’s a new thing that takes getting used to. Plus the question of what to do when you get a nothing roll.
Also need to get firmer control over what magic can and cannot do. And also that GM trumps rulebook everytime.
I have an outline for the next session. Just need to add some meat and work in elements the players enjoy. Maybe try and have it be less of an Eli Roberts focused story.[20]
Until next time, may the dice make things interesting!
[1] Pompous sounding name? Perhaps! But it’s a grab from the Tales JRPG series, and a TED Talk I saw once.
[2] Had the party asked, the Mayor was avoiding asking South Fort for help because that crosses a border and could cause a lot of diplomatic tensions. The party didn’t ask, so I’m noting it here for my own gratification.
[3] Because we needed to fit a new party member in some how.
[4] Which I forgot to put potatoes and apples in. I’m disappointed in myself.
[5] Unless it was the other way around. There was confusion!
[6] Iron is magic proof in the setting! Because I’m taking inspiration from my vague knowledge of fair folk mythology.
[7] Her name is Debra. I didn’t have the exact details (improv!), but if needed, she’d have the key for the door for… reasons?
[8] I keep trying a Douglas Addams thing where I save the most glaringly obvious and distressing fact for last. It’s never worked because I keep getting interrupted or the players overlook I mentioned a monster. Might be a sign to stop, but why would I?
[9] I casually left a prose-y cheat sheet on the table before we started. So it’s open notes.
[10] Always provide the required tools if you can’t be sure the party has the needed supplies.
[11] My much coveted block puzzle! I’ll figure it out someday!
[12] In the pathfinder version, it instead revealed a sleeping dragon. I should’ve worked in a similar element on top of what I put in the chamber.
[13] Maybe if I ask nicely, my players will pretend this is what I did.
[14] Why do the muses include two with dominion over Astronomy and History? Who knows! They just do!
[15] I was hoping someone would mess with one of the notebooks for this exact reveal. They played right into my hands.
[16] I’ll leave it to the players to retcon why they stole the first notebook.
[17] Maybe Urania should’ve been the mural room. You light the crystal for the story, then have to darken it to move on.[18]
[18] Take three on this dungeon’s going to be epic!
[19] A pay off when, long, long ago, when I was very young looking through a borrowed copy of GURPS 3rd Edition, I saw a picture of cowboys riding giant rabbits with saddlebags reading ‘Bunny Express’. Finally did it.
[20] He took the reigns on the session one mystery, and the letter plot hook only works with him. I’ll try to do hooks working off the other three before returning to him, if at all.
3 notes
·
View notes
Tales of Genius Ch. 1: Mystery in North Fort
(8/5/2018)
Thus I return to the Game Master’s screen, bearing a shirt that labels me of such![1]
Which is good, because there’s going to be no further updates with the Fallen Island D&D campaign. It’s, in theory, still running, but I found myself waiting for an excuse to get out, so I decided it’s healthier to just silently leave.[2]
As previously mentioned, I ran a short GURPS session with the Dungeon Fantasy Box set (and its I smell a Rat module), after which the group and I had a nice long talk and it was decided it was best not to return. Still have nostalgia looking through the revised third edition rule book, but it’s not a good fit for me or my players.[3] Too granular.
Which brings us to Genesys, a system I discovered relatively recently. It’s a generic system, has a narrative focus, and was used by a podcast I like and trust![4] Also, it’s not Powered by the Apocalypse or Fate, neither of which I’ve played but I’m just tired of hearing about them.
So, sit down and prepare yourself for the first episode of a SepiaDice Campaign (yet to be named).
CAST:
Eli Roberts: (Played by Lyons) Child of Clio. Doctor, travelling to write an medical text akin to Gray’s Anatomy
Olivia Grayson: (Played by Maddie) Child of Thalia. Apprentice to Eli.
Fromthe: (Played by Jose) Child of Calliope. Military veteran and current mercenary.
(These references to greek muses shall be explained another time)
DATE: WINTER 1911
SETTING: NORTH FORT
The northernmost town of Astree, sitting in The Tines, the mountain range that separates Astree from its northern neighbor Hervarar. North Fort was once a military fortress standing stalwart against the once consistent wars Harvarar inflicted upon Astree. However, a treaty was forged several generations ago putting an end to such conflict. Soldiers were still stationed in North Fort, just in case. Gradually, however, merchants travelled there more, families came to stay, and the fortress grew into a proper town.
It’s during a harsh winter that our story opens.
For there’s been an avalanche, cutting North Fort off from the rest of Astree. The town has been forced to start using their emergency supplies. However, this has revealed a problem.
North Fort’s mayor[5] has summoned three adventurers who happen to be in town for their own reasons.
The mayor lays out the situation: supplies have been going missing, which could spell doom for the town if the rationing keeps being undermined. No one can be above suspicion, which is why the mayor decided to go outside the City Watch. The party arrived after the thefts started (but before the avalanche), hence why the Mayor is choosing to trust them.
Eli accepts while the youthful Olivia and Fromthe distract themselves, possibly with yo-yos.
To help with the investigation, The Mayor supplies the Duty Roster of the guards stationed outside the emergency supply storage (a converted pantry filled with hard tack, potatoes, and probably barrels of water) and agreed to having a town guard meet them at the same location.
The party then immediately ignored this appointment to suspect the general high class and went to question the proprietress of the general goods store, Isabel. Fromthe, who is currently a merchant of undisclosed goods, tried to glean some information, but didn’t get anything new because Fromthe just annoyed Isabel.
The trio reconvene outside, talked in circles for a bit, then decided to ask a traveling merchant at the local tavern, The Public House.[6]
There, Fromthe once again learned it’s a small town without much of an upper class outside The Mayor and the one member of the clergy, both of whom have more social capital than financial wealth.
Finally, Eli takes his subordinates to the store house, where they meet Officier Morty.[7] They investigate the storehouse, and find a logbook with terrible handwriting, which noted Intellect Eli cannot decipher. Olivia could, however.
The logbook showed that initially the vanishing supplies were minor enough to be marked up as a counting error, before gradually becoming more brazen. The only visitors of note were The Mayor, Debra, the local priest, and a few guards.
Next stop: The local church of Polyhymnia!
Once a small, utilitarian chapel for a military base, it’s been renovated and expanded to a full, proper church.
Eli heads in while Olivia decides to scale the side of the building. And falling off. Fromthe catches her, but sprains his ankles, which Olivia fails to heal. Inside, Eli discovers a detail I forgot to introduce earlier (but I managed to get away with!): townspeople are getting sick, and are coming to Father Brown for advice.
Eli questions the priest, who is quiet and unassuming, and agrees to see a few patients in a side room. A skilled examination uncovers an unfortunate truth: it’s a mass poisoning with baneroot.[8] Oh no. Olivia comes in and Eli fixes Fromthe’s ankles, and then sends them out to investigate where the baneroot may have originated.
Olivia, noted druidic sort, walks the streets, but finds nothing in the public places.
Fromthe again goes to The Public House, and finds a travelling plants peddler, who is drunk. The peddler reveals that, yes, he’s sold some baneroot (it’s got a pretty enough flower), but not to whom.
Then the plant seller passes out drunk, and Fromthe and Olivia grab his ledger and jot down notes. While it does reveal a list of customers, the peddler has segregated the stock count from who bought what. However, a certain priest is included.
Meanwhile, Eli continues to question the sick. Seems that those regularly attending church haven’t gotten sick, and those who started attending after getting sick started getting better.[9]
After the party meets back up and compares notes, they go to the Mayor with their suspicions in regards to the poisoning.
The Mayor isn’t very excited, since he doesn’t really want to accuse such a prominent community member without firm evidence. Also, he hired the adventurers to find out who’s stealing supplies. Also, maybe tell the Guard Captain about crimes?
Now reminded of their job,[10] the party goes to question Debra to see if she knows if The Mayor might be the thief. Specifically, Fromthe is pushed to question her.
Since The Mayor hired them and Debra is likewise innocent, I handed the secretary to Lyons to role-play.[11] It gets awkward and I needed to feed the lack of information, but it was a pretty good exercise.
If your players are up for it, GMs should give them NPCs to play. It’s a good way to keep them engaged in scenes without their characters, and Genesys in particular handles it well since motivation can easily be determined by the social skill rolls, and information is easy enough to feed.
Now having progressed a little on the thefts, the party returns to the poisonings, choosing to just confront Father Brown themselves. Not wanting to cause a scene, the party discreetly takes Father Brown into the side room to accuse him. Father Brown attacks with magic. Eli and Fromthe take point while Olivia flees to do other things.
Because it was getting pretty late, I went ahead and ran combat until all three players got to use the combat mechanics (since the main goal was to test the system).
Olivia’s turn was breaking into Father Brown’s room and finding the poison and antidote plants growing, as well as the stolen supplies. It all comes together!
Now shot a little and seeing he’s outmatched, Father Brown is arrested and confesses. He’s a clergyman in a faraway town, and thus has little chance at promotion, so he had hoped to fake a miracle to increase his standing.
Mystery solved! Our heroes are awarded double rations, and all is well.
Except, the only way to the rest of Astree is still blocked by avalanche wreckage, and supplies are running low and are lightly poisoned.
But that’s a problem for another time.
In the end, the players claim to have had fun, and I didn’t feel like I was in a panic attack the whole time, so it was successful. Plus, the system was well regarded (even if we still need to get used to advantages and threats). I’m not ready to move onto the podcast phase myself, and I’m hoping to getting a little more character depth from the PCs, so I’ll just have to keep Game Mastering.
Until next time, may the dice make things interesting!
[1] Actual shirt I have now. It’s neat!
[2] Basically, the DM officially lost all my good faith due to external matters, and I no longer wish to humor him.
[3] Plus I’ve become disenchanted with Steve Jackson Games. Too much reliance on the Munchkin cash cow, too little support for GURPS and other games, and their use of Kickstarter needs to be discouraged.
[4] Well, Campaign uses the Star Wars RPG system, but Genesys is that broadened.
[5] Who I don’t think got named. The party named his secretary Debra, though.
[6] North Fort are not noted for their inventive naming conventions. Practical people.
[7] Named such because Lyons and I inexplicably opened the conversation with spineless voices. He switched when I named the guard.
[8] Which I’m hoping is a fictitious plant, for my purposes.
[9] This is something I should’ve been more on the ball with, and I should’ve done a better job intertwining the illness into the narrative earlier.
[10] To be fair, it’s the same conspiracy, but they failed to connect them yet.
[11] He likes playing flirty women.
2 notes
·
View notes