Tuesday, December 29, 2015

Sicatra - The Bloodied and the Banal - Game Session 6

Adventuring Party
Autora (PC – Versitile Avatar – Goddess of Abundance, Agriculture, Alcohol, Bees, Family, Good weather, Hearth, and Midwives – Absent)
Ghermukhannu (PC – Agile Avatar – God of Guile, Journeys, Monkeys, Mischief, and Travelers)
Imir (PC – Brainy Avatar – Goddess of Time, Fate, Space, Portals, Rebirth & Beginnings, and Starlight)
Johren (PC – Brawny Avatar – God of Defense and Protection, Exploration and adventurers, Weather, Thunder and Lightning, and Physical strength – Absent)
Sulio (PC – Versatile Avatar – God of Illusions, Mirages, Personas, Chameleons, and Performance Art – Absent)
Tierian (PC – Brawny Avatar – God Of Earth And Stone, Architecture, Engineering And Construction, Gems and Jewelry, Mountains, Mining, and Precious Metals – Absent)

Eternity (NPC – Brawny Avatar – Semidivine being who is the physical embodiment of starlight)
Gram (NPC – Brainy Avatar – Semidivine being who determines where the dead go in the afterlife)
Jortha (PC – Versatile Avatar – Goddess of Naval Warfare, Oceans and Seas, Sailors, Storms, Watercraft, and Wind)
Malakai rue Mors (NPC – Versatile Archetype – Godsbane and Bonecarver)

Weather: 4º F; 33 mph winds from the north; heavy snow
Ninth Month, 14th Day, 802 of the Fifth Age
Aberaray, Aersalus

Making their way to Aberary on the far west side of Aersalus, the crew of the Windrunner touch down at an old mine where the 5th key lay hidden. Coming to a curious indentation at the end of an old mine shaft, the PCs realize that the indentation (a dagger) is the way to the room where the Windkey is. Using available materials they get Malakai to forge a duplicate of the dagger and are granted access to the key and the location of the next. As the PCs fly away in the Windrunner they see the ground swarmed beneath them with Zyttarin’s followers.

Weather: -7º F; 3 mph winds from the south; clear skies
Ninth Month, 20th Day, 802 of the Fifth Age
The Blood Wood, Aersalus

Heading toward the Blood Wood the PCs spot an out of control Autorrin spreading fires all throughout the ancient forest. Heading to the heart of the wood Johren spots a group of stranded elves. Splitting up, Imir and Malakai head to the ancient asgara tree that towers over all the rest in the forest they have no trouble activating the next key and are quickly picked up by Johren and the Windrunner. Johren, meanwhile had grabbed the stranded elves from the closing in forest fire. Finally, the crew head to Qaraqarum and to the next key which is hidden in the dungeons of the ruler’s palace.

Weather: -20º F; 19 mph winds from the north; heavy snow
Ninth Month, 21st Day, 802 of the Fifth Age
Qaraqarum, Aersalus

Coming up with a dangerous plan, Johren and Malakai decide to distract Zyttarin by crashing his gladiator games, while Ghermukhannu and Imir head into the dungeons of the palace to activate the next key. Once inside the palace they make their way to the dungeon and easily find the key hidden in the wall of an oubliette. Though they do come across a surprise in the form of the god of knowledge and history, Drazen, who’s been tortured and beat to within an inch of his life. He warns Imir that he “told him [Zyttarin]...everything.” Ghermukhannu and Imir drag him out of the dank hole and begin freeing all those within the cells.
            Meanwhile, back at the stadium, Johren, Malakai, and some of the rescued Blood Wood elves crash Zyttarin’s party and begin killing his berserkers wholesale. Johren then uses his powers to summon a powerful tornado which tears the stadium down brick by brick. As soon as Imir hits the key miles away, something in Malakai snaps and he begins to kill savagely. Taking several of the berserkers heads he shouts to the citizens of Qaraqarum to rise up and take back there city. As if at his command the dead begin to rise and help the living in their battle against Zyttarin’s forces. As the PCs leave Qaraqarum they see Zyttarin and his minions being routed by the combined might of the living and the dead.

Weather: -40º F; 19 mph winds from the north; heavy snow
Tenth Month, 1st Day, 802 of the Fifth Age
Dura, “The Span”

Heading to the Sea of Glass and the Lighthouse of Dura Bay, the PCs find themselves at the near end of their journey. The Lighthouse is known for its ability to force any who enter it to relive visions of the past and make the viewer see the truth of the matter (which drives some insane). Johren, Ghermukhannu, Malakai, and Imir enter (all seeing differnet things) and climb the steps of the lighthouse until they reach the top at which point Imir activates the key hidden inside the ever-burning lantern. A beam of light shoots across the bay and into the deep sea. Climbing back aboard the Windrunner the PCs head off to follow the light to their destination.

Weather: 70º F; 5 mph winds from the south; clear skies
Tenth Month, 4th Day, 802 of the Fifth Age
The Island of Oggdriu, Unknown (The Everstorm?)

Once on the island, the crew docks the Windrunner and heads toward the Vault in the middle of the landmass. Once at the Vault, Malakai, Ghermukhannu, and Imir head inside to find the Sword of Ilios. Quickly finding it, they have Malakai hold it as Ghermukhannu rushes outside to help Johren find off Zyttarin and his minions who followed the PCs from the Bay of Dura. Vayabdu, God of intrigue and deception sneaks into the Vault and at the bidding of his master (Ilios) gives him a scrap of cloth from the god of death’s sundered robe. Malakai passes out, but not before realizing who he really is: the God of Death. Imir joins the others outside as Zyttarin’s forces grow more desperate a unearthly roaring is heard from inside the Vault as a ill wind blows outward, killing all of Zyttarin’s non-deific allies. As Ilios, in his “Reaper” form comes slowly walking out, he asks why Zyttarin is trying to hurt his wife and lops of his head before he can speak. In a further fit of rage he throws the still-living rogue deity downward and into the spirt world forming a new place. A place of punishment: Hell. Sending all the rest of the rogues to this new place he takes pity on no one. The PCs leave the island and reascend to the Heavens with trying to set right all the wrongs that were committed.


  1. I am very curious about what the characters sheets look like and how the game plays.

    1. I almost never post character sheets from my campaigns. This is a long-running decision by the players themselves and I respect their wishes. Point values are from 2,400 to 6,400 points. The gameplay is pretty decent. The key thing to understand how to run a high-point total game is to enforce niche-protection, realize the PCs will be AWESOME (and let them), and put them in situations where their powers are effectively useless (just not offten).