Two weeks after our first session, our group met again on Google Hangouts, except for one player who had to skip this session. This meant that Dubghall, the party’s trickster, was missing, probably called by Eurmal for some weirdly cryptic purposes. Besides, another player also couldn’t start on time either, and Flicker the huntress was scouting the area when the session started.
- Tarak the Sly Skald, initiate of Issaries
- Orlain the Novice Weaponthane, Initiate of Orlanth Adventurous
- Flicker, the huntress, initiate of Vinga
- Dubghall, the clan’s resident trickster, Initiate of Eurmal
- Hindala, the compulsive shaman, Grazelander of the Golden Bow, initiate of Jardanroste Polestar
In the last session, our heroes had reached Alda-Chur and were getting ready to accomplish their mission.
After discussing how to get into the city, the heroes decide to pass the main gate instead of sneaking in. There they are stopped at the gate by guards composed of Lunar spearmen and Sartarite soldiers who check the movements into and out of the city. Tarak the skald reveals they come from the Black Rock clan to show off his poetry talents. Hindala is declared as his muse and Orlain as his guard. The guards are suspicious as the Amad tribe is considered an enemy. But as they don’t really look threatening, they are let in.
When within the walls, they’re joined by Flicker the huntress who managed to sneak in unseen. They try to find a way to reach Brolankar. They know that he frequents a « library », but no one in the group knows what such a place is, as none of them has ever seen a scroll. After asking somebody in an inn and getting a answer, they decide to split up and explore the city.
Hindala walks to the Foreigners Quarter where she meets a childhood friend of hers, a woman called Braza, who is here to trade some wool and fabrics. However, she remains cold to the shaman as she doesn’t understand why she never came back to her people. Hindala understands that such things like friendship take time and hugs her before leaving.
Flicker walks around the Sun Quarter, with the Great Hall which is being rebuilt and made bigger to fit the ego of the city’s king, and the Bronze Palace quarter with temples to Yelmalio, the Red Goddess, the Seven Mothers, and also to the Lightbringers except Orlanth. Eventually, she manages to find the Lhankor Mhy temple, and also assess the security around all these buildings.
Tarak, followed by Orlain who guards him, goes to the Skald corner of the market place and recites a poem he’s just composed about his muse, Hindala the fair, and some trivialities on Alda-Chur. Orlain then spots some weaponthanes from Harvar’s inner circle who look at them, puzzled, and not really decided on what to do with them as the skald isn’t uttering any words of dissent.
The night is falling, the Red Moon shines in the sky and the heroes gather in the room of an inn. They all agree on having Hindala use her spirit magic again to see the whereabouts of Brolankar. She decides to invoke a spirit of Darkness. She dances in a spiral and the spirit appears. She bargains the sacrifice of insects with it, then chews and swallows some. The spirit leaves and at the very same time comes back through her mouth, letting her see what is happening now.
She can see the prince looked after by four Sartarite guards, in a library, reading scrolls. They signal him it is time to walk back to his quarters, which causes him to whine as he was reading an interesting treaty on the Lunar Empire. They get him to return to the Great Hall anyway.
Eager to take advantage of this opportunity, the heroes dash to intercept them, with Flicker taking another route to attack from the rear. They will fight them. As they arrive, Tarak’s alynx spirit shouts a deafening yowl that startles the guards, while Flicker shouts words about Moon spirits escaping from the temple, and madness flying in the air.
The Sartarites guards are shocked, surprised and at a loss. Suddenly, Orlain attacks, using his superlative agility. Brolankar crouches so as to avoid taking a blow. Hindala creates an air shield to protect Tarak, and in no time, three of the four guards are taken down.
Flicker tries to attack the last guard from behind but fails. Suddenly, Brolankar picks up a sword and slashes the guard’s back, taking care of him.
Now saved, the prince thanks them but tells them he cannot leave the city yet as Eulina, the daughter of the Tres tribe’s king, is still kept hostage and has recently been convinced to undergo the rites of the Red Goddess and become an initiate of her cult. Should the Lunars succeed, this would represent a huge blow to the girl’s tribe.
Hoping for the prompt return of their trickster who might come up with a crazy plan to save her, the session ends up in the street, with the bodies of four guards in the street, their mission partly achieved as they’ve found the prince but still need to bring him back to their tribe alive, and another urgent matter to take care of.
With this second session, I managed to run the system a wee bit more smoothly than last time, although I still constantly need to check the tables in the HeroQuest Glorantha rulebook, and I still feel that my combats aren’t as engaging as they should be.
However, I am really glad to have the support of my players who can help me with optional rules I didn’t remembered, and relevant points that can improve our game. In a way, it feels like team work, and it is just the way I love my games to roll.
To be continued…