Wednesday 9 January 2013

Actual Play: Somewhere North, session 5

I was so busy just now scrabbling some notes down for the next session of Somewhere North that it has taken me this evening to realise that I haven't written anything about the last session!

So: previously Külk and Esa-Pekka have ticked off a lot of people - cursing a wealthy village to silence, refusing to sell a magical tome to a probably evil man - it was only a matter of time before there would be consequences. A week or so has passed since they fled Rovaniemi, and in that time they saved some cheesemakers from a big wolf, and then delved into Oddli's Tomb.

Now: Külk (Patrick) leads the band on, as Esa-Pekka has taken his dog and his magic and escaped in the night (noisms has moved! So the game ultimately might migrate to G+). Külk takes a rag-tag group of fighters and halflings across the cold wilderness. They meet some fellow adventurers who are headed for Oddli's Tomb. They seem friendly enough, and mention that there is uproar throughout the region: the cursed village is emptying the treasury to send mercenaries after "those bastards who cursed them to silence." Of course, Külk plays it cool and pretends that he is someone else, and the groups go on their separate ways.

Things are tough though. Meeting with some friendly reindeer herders they are acquainted with fills them in on the big picture: there are groups of people looking for them on all the roads, and after killing a pack of banshee wolves that attack in the night they set off for a mountain pass to try and head out of the region, and head... NORTH!

But first: the mountain pass is guarded by a competent group of adventurers looking for Esa-Pekka and the book that he wouldn't sell to Ungrall the Unctuous. After they realise that he is not there, and that their leader is homicidal, the other group accept a bribe to turn a blind eye. The next day, Külk and company head on to Harjuusma, a village known for enchanted hot springs. After getting some advice from a retired hero, Külk tries the springs, and comes away feeling stronger and more nimble. He meets a new friend, Hugo the Cleric, who joins the party.

Their course is north, but first they decide to stop at the last village before the long road, Sirkka. There are rumours of slavers operating in Sirkka, pressganging travellers into service. Külk and company, disguised as the family of a cheese merchant, turn in for the night in Sirkka - and then kill the slavers in a long combat taking place in a hotel hallway. Things are touch and go, but once again, they pull through...

Notes
Wanted! I found it interesting that Külk was determined to escape to the far north. Things might be tricky, but surely things aren't that bleak? Especially as I've mentioned that the north contains monsters, long-abandoned Dwarven fortresses, cities of bad people - oh, and the true winter is supposed to come soon. Day after day of snow and ice...
One Down... Külk has discovered some of the powers of one of the hammers that was found in Oddli's Tomb. The nicknamed "Runehammer" deals d6, but if a 4, 5 or 6 is hit then the hammer deal an extra d4 damage AND the victim must make a save versus paralysis or be flung to the floor or 10 feet away (wielder's choice). It's a magical item in an LotFP game though, so there's got to be some downside to it... It's not been found yet though. (heh)
...One To Go: The much bigger hammer found in Oddli's Tomb has just been carried around in the last session. I wonder what it might do, other than drive back Dwarven undead monsters?
Treasure: The party spent a lot. Mostly in bribes. Cheese was given away, thousands of silver pieces, an ancient Dwarven ceremonial rod - how are they going to pay their way from now on?
Hugo: Favourite NPC of the night. I have no idea where the voice came from, but Hugo is a cross between Bill and Ted and a warrior-monk. Hugo serves Iiola, the spirit of better days, a spirit that wants the world to be a better place. "Wooah, dude, like, slavery is haaarsh!"

Next time: it seems like Patrick is going to press on with north. So: new random encounter tables, notes on new places, new people, and also need to think about what happens when snow really starts to fall. Will have to do something about provisions and shelter: if inches or feet of snow are falling each day, and there is nowhere to rest, the party will not last long. I'm confident that Patrick will think of something - and we might have someone else joining as well.

All is well, Somewhere North...

2 comments: