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Kiltayre: Session 14 Ideas

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I’m hoping the players certainly have some questions:

  • Why were scours attacking the barrow?
  • What the hell is a werebear doing as a Scour at all?
  • Are these Scours, Thiredea’s band, connected to those that died at the Iron Tower?
  • Will Kentos’ spirit let them take the book now?
  • What about the Hob’s & Blakh?
  • Is there a Garren revenge warband on the way?
  • And where is Fenris (if they even care any more)?

Session 14 will be back to plot and information with a very good chance that the party will make it back to civilization for the first time in nearly three months! I know I’d be lusting after a hot bath, a real bed inside of four walls and a roof, and a fresh baked loaf of bread after that amount of time in the dirty wilds.

However, the party do have the entire Scour group as prisoners: two soldiers, a priest and Thiredea the werebear.

Interesting choices and possibly dilemmas ahead.

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Kiltayre – a new adventure

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The group has come together to try a new adventure. This time with preparatory talks about how the players have come to trust each other enough to adventure together. The framework will be to drive party continuity; that is, there are game-mechanics in play to prevent PC death. We’ll be using Fate Points (qv. WHFRP) and in-game phylacteries to allow a soul to return to a body that is “repaired” within a time frame and a resuscitation check is succeeded (qv. Rolemaster soul departure).

I pitched to play in Kiltayre. A land that I’ve not visited in-game for many years. Partly, in hindsight, because I’ve set it up as more politically complicated than I knew I was ready to GM for. And partly because it’s not as well fleshed-out as it could be. This is a double-win for me because I, one) get to flesh it out more by GM’ing, and two) get to have a more mature attempt at GM’ing in this politically complicated setting.

Ostensibly it will be a straight-forward quest. The GM style I’ve pitched to the players is far softer than I’d normally run, in terms of combats, but I will be using the environment as a dangerous thing. Kiltayre’s harsh winters will be an enemy that they will be constantly at war with. With that element of survival-gaming introduced I hope to steer the players to a position where they can better appreciate my gaming-preferences, and even just experience the way I like to game a little better, and see if we can get even more firmly concordant in how we prefer to game in the future.

This is the pitch I put to the group:

The lands of Kiltayre are in a pall of hunger and despair. Winters have been coming early and harsh for four years and famine threatens the people. Some say if it weren’t for the Church of Saint Fergus and their charity many more would have starved. And so the villages are emptying as the people leave their frost fields to be nearer the large churches and cathedrals so that their children may be fed.

Autumn this year is already cold and the first frost has just fallen this night past. The seer-woman, grandmother of the headman of your hometown, has claimed a vision of why the winter is coming earlier and earlier. There is an evil afoot in Kiltayre and it must be stopped before it turns the whole island into an icy waste.
Five fingers of stone
Five swords of bone
Many yards of silk
Many of strange ilk
Two bears and three deer
Two trees and a titan’s tear

Her cryptic rhyme’s have not been forthcoming in over twenty years. Not since almost forgotten heroes of your hometown left on their epic quest that led to the discovery of the six swords of Kiltayre. Now you and all the other young unmarried folk stand before her and the town’s elders. They look on to you as the hope for the future of everyone’s children. Will you step forward?

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