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Continuing this series, here's a look at where thing stand in the second oldest setting.


After much diligent effort the agents of Tolbek the boyar have cleared out the threats of the upper levels of the complex beneath the town of Maksyn. It was not a total victory, as the Reptroids fled deeper into the tunnels rather than fight. The path they took is blocked by a locked door in the strange and apparently indestructible seashell-shaped tower protruding from the deepest cave the heroes encountered. That door has thus far proven beyond their skill. Plus, there was at least one other entrance into areas the Kindly Woman sealed off that housed some demonic flaming beings, but that is apparently a dead end. For the moment, Tolbek believes that his village is safe from below, but knows that his father once went deeper into the tunnels - the threat is still down there, likely gathering strength.

Of course, the tunnels aren't the only threat. The winter that just finished was the worst in living memory (some claim that was due to the death curse of Irena the crone), and drove wolves out of the deep forest to hunt humans. Irena's protégé, Era, fled south, apparently falling with Mongols along the way and seducing one of their leaders. A ten man war-band approached the town in the winter, full of Era's stories of the Reptoid gold being hidden by the Boyar, but they were dispersed by the deep woods and ultimately dealt with. In dealing with that threat, Tolbek's agents have just learned of a charnel pit that must exist in the deep woods, holding Zalhozhiny that could someday menace the town. For now, however, that threat (as will all the threats of the deep woods) is quiescent.

In the face of these threats Tolbek is preparing his town with defenses, hiring a new captain of the guard and some new troops, building walls around the dungeon entrance and around the town and repairing the damage done by the Reptoids nighttime raid. The new priest, Father Pitor, has arrived, sparing the town more of the deacon's uninspired sermons, even if he is more hard line in his stance against the earth cults than the boyar's agents. Those earth cultists - the colliers and trappers and woodsmen - have pulled together from the winter under the direction of the vedun Illya Illyovitch and are willing to work with Tolbek as much as Father Pitor is willing to work with them.

After much oblique discussion of Tolbek's agents, let us discuss them:

Reuvin ben Jakov spent the brunt of the winter in research and training, as well as translating the books found amongst Irena the Crone's possessions. Those contained the story of Omar the Arabian mage and his Russian bride, and evidence that the Reptoids presence is not confined to fifteenth century Russia. Daily training has improved the Khazar Rabbi's combat skills, and daily prayer has improved his communion with the divine. Finally, the acquisition of the Mongol warhorse Kahn has given him an opportunity to hone some rusty riding skills. He has also begun enchanting the party's weapons and armor, marking them with Hebrew prayers. (At this point Reuven is a Cleric 6/Fighter 1, continuing to gain levels in Cleric.)

Grigor Petrovitch, the Boyar's childhood friend, spent much of the winter dealing with the realities and surrealities of the deep woods. He began with his formal initiation into the Earth Cults, spent the middle hunting wolves as smart as men and the end of it tracking Zhelozhiny. During all of this he is able to display his natural skill at arms and dabble with his limited understanding of the spirit world. His initiation into the Earth Cults intimated that the deep woods of Russia pay only lip service to time & space, and he is learning to speak with and borrow the attributes of animals. From the Mongol war leader he secured a saber of incredible workmanship, and puissant enchantment. (At this point Grigor is a 7th level Ranger.)

Boris remains Boris. He is still living in the day, still lucky as sin, still the trickster par excellence who is still not half as wise as he is clever. Growing more accustomed to the woods from his time helping Grigor, he has also been arranging the Boyar's mercantile affairs to secure the best equipment for the town, and overseeing the construction of the town defenses alongside the guards. There is no doubt that when the man is sober he is brilliant. Boris is refining his lock-picking skills in hopes that he will be able to open the passage further below, and his friends are trying to not be disturbed about how the old crone's leather cloak seems to be changing to suit him. (At this point Boris is a 7th level Rogue.)

Arkadj left Maksyn before the first snowfall, traveling with the Boyar's son to Kiev and then from there on to Constantinople. The journals of the last priest, including his detailed accounts and maps of the tunnels under the city, were sent to the mother church a decade ago, and Akadj (along with his brothers Ivan and Vladimir, now a horse and a raven after their encounter with the Kindly Old Woman of the forest some time ago) travels there to reclaim them before the city falls to the Turk. (The last time we saw Arkadj he was a Paladin 4/Sorcerer 1. If Jason does manage to come back I would love to do an arc focused on Arkadj's adventures in Constantinople using the Heroes of Battle supplement Rachel got me a while back.)

If we come into this with [livejournal.com profile] evynrude, she will be playing some combination of Barbarian, Bard and Druid. While I have a pre-made character concept I would like some time to sit down with her and develop something she might be more comfortable with. I'm not too concerned about your skills as you have always been short on arcane magic, still have 2 reliable healers and have no shortage of stealth and combat expertise.

[livejournal.com profile] kriz1818, I don't have detailed notes on hand of how Reuven enchanted things at the start of last session. Do you?


That's where things stand. This is the game 16 sessions into Russia, with the first 6 sessions of Arabian Nights being an aside within that. The options I see at this point are 1) trying to get further into the dungeon, 2) doing more adventuring in the deep woods to clear out the Zhilozhiny, or make more deals like the one Grigor made with the Leshy as a way to build alliances in case Era brings a Mongol hoard to your door, assuming she does come back, 3) spend a bunch more time preparing the town for attack and possibly making more mundane connections in Kiev or Chernigov.

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subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
Brian Rogers

March 2025

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