[Official] Poison

A forum dedicated to the scenarios of Shadows of Esteren, whether official or submitted by the community’s members.
Répondre
Dragoslav
Messages : 186
Inscription : 01 oct. 2012, 17:44
Localisation : Ohio, USA

Re: [Official] Poison

  •    
  • Citation

Message par Dragoslav » 28 janv. 2013, 20:01

Wesker a écrit : L: The Hermit lives...
P: Ah - not interesting.. Red Herring...
With this problem in particular, you could encourage the players to investigate obvious misdirections by placing some clue or other reward there. If you show the players that checking out red herrings really is just a waste of valuable time at the table, then they won't do it.

For example, maybe if the players don't go visit the hermit, someone else in the village goes but doesn't come back. If they go to find him, maybe they find him arguing or even fighting with the hermit, or he's just on his way back and -- looking disturbed -- asks the party to investigate the suspicious hermit.

You could also try incentivizing them using XP. Although, I'm not sure whether I would hold back XP from the players for not investigating all leads, or to reward them extra XP for cleverly figuring out the best course of action. :?:

Alternatively, since your players all chose fighters, maybe that's a signal about what they want to get out of the game, like that they're more interested in combat than investigation. You could try talking with the players and asking them what they're most interested in. If it turns out that they're more interested in combat, you can still keep the game's focus on horror and survival: For example, drop a hint that there's a powerful relic in a cave near the top of a mountain, or in a dark chasm; they'll have to push themselves to their physical limits to get it and face horrible Feondas to get out alive.

Dragoslav
Messages : 186
Inscription : 01 oct. 2012, 17:44
Localisation : Ohio, USA

Re: [Official] Poison

  •    
  • Citation

Message par Dragoslav » 27 févr. 2013, 00:18

Does Melwan have an Ansaleir? Or is it just governed by the Mac Lyrs?

My players are probably going to finish up Loch Varn and head back to Melwan tomorrow, likely in a very battered shape. I'm predicting that their actions at the end of Loch Varn will get them kicked out of Varn, but the villagers in Melwan will have warm beds and bandages for all of them.

Clovis
Traducteur
Messages : 2154
Inscription : 30 sept. 2012, 23:44
Localisation : France

Re: [Official] Poison

  •    
  • Citation

Message par Clovis » 27 févr. 2013, 02:51

As you suspected, Melwan is ruled by the Mac Lyrs. They are technically the local Ansailéirs.

Ouch, I gather that they are not going to treat Dorn very kindly, and that this is what is going to get them expelled? That's what you get for being a bunch of violent, revolutionary, good-for-nothing whippersnappers! :P
Allez, come on, allons-y, here we go, en avant, godspeed, hardi, let's do this!

Dragoslav
Messages : 186
Inscription : 01 oct. 2012, 17:44
Localisation : Ohio, USA

Re: [Official] Poison

  •    
  • Citation

Message par Dragoslav » 11 mars 2013, 06:31

I don't have time to go into much detail about our session from Friday, but here's a quick question related to something that happened during the scenario.

The player of the priest PC wanted to use the Divine Cold miracle at the third stanza to create a sheet of ice that could melt and provide water for the villagers. I wasn't sure whether to allow the miracle to have such a powerful effect, but ultimately I agreed to let it happen. Unfortunately, as a result of my uncertainty, the scene sort of fizzled out and didn't have the dramatic impact that unleashing such a miracle in front of a large assembled crowd should have.

The reason behind my uncertainty was that I wasn't sure whether Divine Cold could be used to *create* ice in thin air or if it could only turn things into ice. What does everyone else think? Should a player be able to use the miracle in such a way?

iznurda
Messages : 1816
Inscription : 13 juil. 2011, 21:27
Localisation : Usa
Contact :

Re: [Official] Poison

  •    
  • Citation

Message par iznurda » 11 mars 2013, 09:29

I think it's possible to *create* ice in thin air with a miracle but why the One will permit a so trivious thing ? =) On my mind, miracle only happens in dramatic situation, not on demand (after a prayer for example).

iz

Clovis
Traducteur
Messages : 2154
Inscription : 30 sept. 2012, 23:44
Localisation : France

Re: [Official] Poison

  •    
  • Citation

Message par Clovis » 11 mars 2013, 12:30

My opinion is that Divine Cold does not create ice; it conjures a very powerful gust of cold, likely to freeze its target(s) to death, as shown on p.260 of Book 1. The only way this Miracle could create ice would be by targeting water.

In addition, let us think about it for a moment : how much water could an ice sheet actually create? Not much, I reckon...

It's just my stance on the subject, since the Miracle's effects has voluntarily been left vague and open to interpretation, but that's the version I'd stick to, as a Game Leader.

In the end, is it so bad that the whole thing was a dud? The consequences of this scene can be shown as a lesson for the PC: calling upon the might of the One (especially for such trivial matters as providing some water) should be done as a last-resort option, not as an easy way to get out of any difficult situation. The Elect are supposed to remain humble and devoted to the Creator, without becoming drunk with their powers. As the proverb says: "God helps those who help themselves"!
Allez, come on, allons-y, here we go, en avant, godspeed, hardi, let's do this!

Dragoslav
Messages : 186
Inscription : 01 oct. 2012, 17:44
Localisation : Ohio, USA

Re: [Official] Poison

  •    
  • Citation

Message par Dragoslav » 12 mars 2013, 04:52

Thanks for the opinions. I'll talk to the player before the next session about it. I don't know whether I'll retcon away the miracle and give him back his spent Exaltation, or say "okay, it happened, but I won't allow it next time." I might retcon the scene and say that instead of creating a sheet of ice, he summoned a snowstorm that brought in a small amount of fresh snow.

The player used Divine Cold to create safe drinking water since the well was poisoned and, in doing so, convert people to belief in the One God, so I figured it was a justifiable use of the miracle (unlike his idea of freezing a path to the island in the middle of Loch Varn, which he ended up not doing :P).

Dragoslav
Messages : 186
Inscription : 01 oct. 2012, 17:44
Localisation : Ohio, USA

Re: [Official] Poison

  •    
  • Citation

Message par Dragoslav » 12 mars 2013, 15:33

In the interest of not having to post two of these in one day, or one super long post, since we're playing again tomorrow, here's a summary of how we got through act I of Poison:

The PCs returned to Melwan and gave their report on Varn to the council, which regretted to hear what happened at Varn but didn't blame the PCs for revealing Deorn's crimes publicly. The council offered the PCs food and lodging for as long as they needed to rest in Melwan.

I shifted the timeframe of Poison so that the PCs arrived right when Manec Mac Lyr died from his illness, so we played out the funeral scene, which I thought added some color to the session.

I used this downtime to have some character development driven by interaction with the colorful personalities around Melwan. Some examples:
-The PC Saeth is a son of the Mac Lyr family, so he stayed in his family's castle as his mother tried convincing him to move back home.
-Furthermore, I decided that, since Saeth has the Paranoia disorder, it should run in the family, and both his mother Maoda and brother Peran should have it. Maoda told Saeth that she suspected Peran of poisoning Manec and Erwan so that he could take the throne -- I decided within that scene that Peran would become an antagonist later in the campaign, if Saeth's player decides to pursue that lead.
-Wailen the Demorthen kept pestering the Temple priest, Father Harn, by flirting with him and trying to talk theology.
-I encouraged a romance between the PC Ned and the NPC Maltaria (the innkeeper), and the player accepted that hook well, using his PC's crafting skill to make a wooden jewelrybox with a heart-shaped lock. Father Harn also got involved by telling Maltaria parables of love and patience. :P
-While this was going on, I dropped several clues suggesting that more people were getting sick.

When the PCs were ready to leave, I had Wailen summon them all together and ask them to collect herbs and had Ergor the hermit appear, speaking prophecies of doom. When the PCs asked him questions, he gave cryptic accusations and then quieted down and left, but not before lifting an apple cart up over his head and throwing it across the courtyard, causing a panic in the crowd! :o

We handwaved the journey to Dearg, but on the way I asked the players to make Stamina rolls, but didn't tell them why. Three PCs -- Saeth, Ninel, and Ned -- failed, but I rolled a 10 on the roll to see what form of sickness Saeth had, so his symptoms cleared up the next day. Ninel contracted temporary madness, and Ned had malignant poisoning and madness!

To handle the disease progression, I started tracking the days since the infection and reminding Ned to take his damage every day and describing his increasingly feverish state. Since two PCs were mad, though, I had to also come up with delusions for the two PCs to see, which they first encountered in feverish dreams but which began bleeding into the real world.

On the return trip, they were attacked by the bear in the middle of the night. However, before I could continue describing the bear lurking around the perimeter of the chapel and banging on the doors and windows, Father Harn threw open the door and challenged the "demon" threatening them. He was subsequently mauled by a bear. :lol: They killed it just fine, though I did fudge the bear's first attack roll because, without fail, in the first round of every combat I always hit Father Harn and always roll a 10. :lol:

Upon return to Melwan, the PCs discovered that even more people were getting sick and that it was reaching crisis levels. The players quickly hypothesized that it was being transmitted through water, and Nesa used her vision glasses to examine the water, which I ruled as an instant success and told the players about the amber-colored particles in the water. Wailen summoned the council immediately.

The council meeting scene went all right, though I perhaps gave the players too much breathing room given how tense the atmosphere amid the crowd was. To rectify this, when the players began calmly discussing the matter amongst one another, I had people in the crowd start accusing various people of intentionally poisoning the well, including Ned, who has the Rumor setback and thus isn't widely trusted in Melwan. This is where I had the trouble making a ruling on Father Harn's Divine Cold miracle, but the important thing was that I hit all the main points -- the various plans for getting fresh water, the various accusations -- and got the PCs to agree to help investigate the source of the water pollution.

After this, the PCs were summoned to the Mac Lyr castle, where Maoda offered them a reward if they brought the person behind the poisoning to justice. There, I had Veig the soldier, who also got sick at the same time as Manec and Erwan Mac Lyr, greet Saeth and mention that he, too, got sick. This made the players investigate further, whereupon they learned that no one else in the castle had gotten sick since the outbreak started and came up with the idea that the castle's well hadn't been poisoned, but also suggested that the village Demorthen was killing certain people while treating them. :?

The players wanted to investigate the river upstream, but I noted that the day was drawing to a close and that the best time to travel would be the next morning. During the night, Ninel had the dream of the snake skins and the giant snake. Unfortunately, one of my players turned out to have a phobia of snakes in real life, which made this scene unintentionally uncomfortable. :shock:

However, the next day, Wailen had finished her remedy and gave some to Ned and Ninel. As the party left, they heard screams coming from one part of town and found Naelan on his deathbed. I had them all make mental resistance rolls upon witnessing his mutilated face. Interestingly, both of the female PCs succeeded on their roll, and two of the male PCs were scarred and burst into hysterical tears. :lol:

Next time, the players are going upstream to investigate. I think their plan is to avoid interrogating anyone until they've tested the water to see how far upstream the contamination goes. However, two of the PCs will have to contend with their madness at the same time! I'm thinking of testing the PCs' Influence to see whether they are able to resist the delusions that they experience.

EDIT: And some ideas for delusions...

Ned sees Maltaria appear out of the corner of his eye and beckon him to do certain things, draws him deeper into the forest, etc.
Ninel, who's carrying the Amber from Loch Varn, will have delusions relating to that, hearing a voice from within it call out to her.
The affected PCs will see the land blighted with pestilence, the village in ruins, etc.

Clovis
Traducteur
Messages : 2154
Inscription : 30 sept. 2012, 23:44
Localisation : France

Re: [Official] Poison

  •    
  • Citation

Message par Clovis » 14 mars 2013, 01:39

Wow, bravo Dragoslav! Looks like you are a very apt GL, and I am truly impressed by how you manage to improvise intelligently and to create interesting scenes from the data provided by the scenario. As for your PCs, between Loch Varn's aftermath, the horrific scenes, and the Flux poisoning, it looks like they are going to hit Madness in no time. Poor them! :lol:

Regarding the Divine Cold problem, my advice would be to talk to the Player about it. After all, you're both relatively new to the game, so the best thing is probably to agree on something so that he/she will not feel fooled. Personally, I think I'd probably go with the "We're not going to go back on what happened, but things will be different from then on." approach.

I'm looking forward to hearing more about the gang's adventures!

And as always, don't hesitate to ask for counsel if you need it.
Allez, come on, allons-y, here we go, en avant, godspeed, hardi, let's do this!

Dragoslav
Messages : 186
Inscription : 01 oct. 2012, 17:44
Localisation : Ohio, USA

Re: [Official] Poison

  •    
  • Citation

Message par Dragoslav » 14 mars 2013, 06:10

Thanks, Clovis! I like to think that I've absorbed a lot of good GM advice over the past few months and learned what I've liked and disliked about GM behavior from games I've played in, but I'm still very insecure about how I present everything at the table. Either way, here's our report from this session... We've *almost* finished Poison, but unfortunately had to end right before we wrapped everything up in the epilogue because we got a late start.

The PCs headed upstream and were going to test the water at various points to determine where the source of the contamination is, instead of investigating the different leads one by one. I don't want to railroad my players, but since two of the PCs are temporarily mad, I figured I'd make use of this "resource" to push the players into experiencing certain scenes.

As the PCs approached certain locations, such as the mill, Goater's shack, and, later, the abandoned mine, I narrated a hallucination to the players of the mad PCs that would compel them to approach the scene. For Ned, his girlfriend Maltaria would step out from behind a tree, the shadows, behind him, etc. and say something cryptic and/or beckoning him onward (if you've ever played Dead Space, it's something like that). For Ninel, she heard this ominous voice that sounded like it was coming from her pack (where she was keeping the Amber). However, I told the players that if they wanted to resist the hallucination, they'd have to pass an Influence + 3 test or else be forced to obey it.

Fortunately, when it came down to it the players did seem interested in investigating the mill and Ergor's hut, but I narrated the hallucinations anyway to build the atmosphere. They noticed the Flux residue on the water mill blades, and they checked out Ergor's hut, which was gruesome, comical, and creepy all at the same time.

The players wanted to check out Talacien's lab, so I figured I would say it was somewhere east of the river, isolated in the woods towards the mountains. They decided to go anyway, and when they got there they met with two tight-lipped mercenaries. I made sure to play the mercenaries as gruff and secretive, but not threatening or evil, which I think is important because otherwise the players will just see them as expendable speed bumps. The players eventually gave up and went back to the river.

When they discovered Herven's machine farther upstream, Ned sneaked around to scope out the scene while the others approached the group of Magientists. They were unsuccessful in convincing Herven to tell them what he was doing (failed Relations roll), so Herven started working faster as they approached. THe PCs took this, as well as the tight-lipped attitude of the mercenaries, as a sign that Herven was pumping pollution into the water, so they started threatening the mercs and drew their weapons, demanding that they stop the machine. The mercs, of course, drew theirs and told the PCs to back off because they didn't want to hurt anybody. Nesa, the party's Magientist whiz kid, threatened to shoot Herven with her crossbow, but I tested her Doubt because her character trait is "shy" and I didn't think it would be easy for her to pull out a weapon and threaten three men. She passed, though, so I had her make a Complicated (14) Perception check. She did, despite all odds, and I told her that Nesa noticed fear in Herven's eyes as he looked at the mercenaries. So instead of threatening Herven, she sicced her guard dog on one of the mercenaries and attacked him.

The battle went smoothly for the players, especially since Nesa's electric gauntlets nearly killed one of the mercs in one hit. Her attack bonus with the offensive attitude is 17! (Artifact Use 6 + 5 Reason + 3 Bonus to Magience from Advantages + 3 potential). I figured that the mercs weren't suicidal, so after one merc died the other surrendered and was tied up.

Following the battle, Ninel, the ardent supporter of Magience, was badly wounded. Father Harn offered to try healing her, but she scoffed and squirmed away as he tried to touch a hand to her forehead. However, he did so, and I decided that at that time he would awaken to the Healing miracle. With a flash of light where Harn's hand touched Ninel's forehead, Ninel felt a refreshing chill spread throughout her body, and the gash on her forearm that she had just suffered miraculously healed. I realized that this inexplicable phenomenon would have shaken Ninel a great deal, so I had her make a Difficult (17) Mental Resistance roll. She failed! The player was at a loss for how to roleplay that, but I looked at the sanity chart and realized that she was now in the symptomatic stage of her Mysticism disorder and suggested, "You're not sure how that happened, but you're more determined than ever that Harn's faith is wrong, and you're determined to prove it." Further, the voice in her head reassured her that what Harn did was not a miracle but mere sorcery. So, Ninel reacted to Harn's healing attempt with anger and pushed him away, which everyone agreed was a very plausible reaction.

The PCs camped for the night and sent Herven back to Melwan with the tied up mercenary. They traveled upstream and eventually discovered the secret mine, which is where things got really interesting.

The mad PCs were beckoned inside the cave by their respective spirits. When they reached the end of the first tunnel, the PCs were drawn towards the end, where the tunnel suddenly dropped off into a hole. At first I said that they were compelled to walk forward and fell off the edge, but after taking damage the players asked whether they could try to resist, since with Ninel's nebular they would have seen the drop-off. I thought that was fair, especially since the consequences of not resisting the hallucination would have been taking potentially 10 damage. Fortunately, both PCs passed the Influence + 3 test (since they both have very low Empathy, they are not very susceptible to suggestion), and I narrated them walking towards the hole and finally coming to their senses just as they reached the edge.

I wanted the confrontation with Talacien to not be very dangerous, since I was going to use the optional epilogue scene where Melwan is under attack. So, Talacien came out, Herven made a surprise reappearance (he decided to shadow the PCs instead of heading back to Melwan), and Talacien ordered the mercs to kill him. When they hesitated, Father Harn tried to push Herven out of the way, but I had him roll his Speed against the Speed of the mercs, and he failed -- it made sense, as he has a bum leg. Herven was riddled with crossbow bolts, and witnessing the (supposed) death of his dear apprentice was enough of a shock to Talacien's psyche to snap him out of his madness. With a cry, he slid down the ledge and ran to Herven's side. Father Harn used his new Healing miracle to try to stabilize him, and Saeth used his Tonic on him. I decided that this was enough of a resource expenditure that, even though the PCs failed to protect Herven or use diplomacy to talk down Talacien, Herven should live (and be an important NPC later in the campaign). Nevertheless, neither Talacien nor Herven knew at the time whether Herven was going to live or die, so I acted out their remorseful goodbyes.

Unfortunately, a poorly-timed inappropriate joke by one of the players ruined this tender moment, but what can you do.

Suddenly, I had a mutant lizard appear and eat one of the mercs. While the mercs were fighting 3 lizards on the ledge, another lizard appeared and attacked the PCs, who were aided by Talacien.

After the fight, Talacien admitted that he doesn't know how long his renewed sane state of mind would last, but the players seemed sympathetic to the fact that he wasn't in his right mind during all this time.

We ended the session with the PCs nearing Melwan, with the foghorn blaring and smoke rising in the distance...

For next time:
-Save the children in Melwan! Fight side by side with Aessan the knight!
-Find out who mined the fossil Flux vein!
-Decide the fate of Talacien! Lady Mac Lyr has vengeance on her mind. Will she demand that someone be punished?
-Ned goes berserk on the last day of his illness and tries to kill everyone in sight!

Répondre