This was the first session where substantial amount of play happened. Same cast of participants as before. A map which I might remember to print and take to the next session can be found online. It is hand-drawn and in size was 6 A4-sized paper, give or take two. Probably give.
There are observations below the play report.
To start with the dragons followed their smallish lizardman guide to a cavern wherein they found an old, soon-to-be-dead, lizardman sage (of sorts). There were questions asked and answered and a huge tome discovered. The tome has too many pages to count and too fine pages to (easily) discover the first one; taking any page, there still are pages before it. Within the tome is detailed the history of dragonkind. A number of pages are devoted to the adventures of the very dragons now reading it, as in when Hafnir first looked at what was being written to the book, the text said that Hafnir was looking at what was being written on the book.
From the book and discussions with the venerable lizardman it became clear that (according to the book) they are the only dragons livingand active; some were petrified or asleep or banished, most simply slain, by humans and their feathered allied. Particularly, two dragons called Thunandriaikhor and Ceosinnax are supposed to have died/etc. nearby.
There was also feasting; someone had evidently prepared for large amounts of food to be consumed in the abode of the ancient lizardman. After feasting, there was sleeping and after that departure. Outside the dragons decided to go hunting; some mountain goats happened to be nearby (whatever the correct nomenclature happens to be). A successful hunt, which does demonstrate Hafnir’s absent-mindedness and Zaphádoranon’s unwillingness to take help from the others, was followed by (more) sleeping. At this point we negotiated a set of rules for creating rituals as part of actions; trophies from everyone’s hunt were a requisite and the talisman hence created makes one a fierce hunter. Such an amulet was created by Vulcanus.
Hafnir was sleeping alone near jagged rocks and was hearing faint music, but ignored it. Isla, given its heat vision, saw something small dancing on top of Hafnir and charged in. The small thing was gone, two dragons bumped together, as their coordination is not quite yet perfect. Soon all the dragons were present, conferring as to what had just happened. Hafnir spotted one of the creatures, earth-coloured and with a mushroomish hat, observing them among the rocks. A quick attempt at catching the thing was not successful, as Hafnir got stuck in a small hole and only caught the creature’s hat.
This attempt was the first case of resolution by rules in this particular game, so I’ll go to some detail. The goal was to catch the creature and the things that could go wrong were that the creature would die or Hafnir get stuck. Rolled results were (reconstructing by memore and deduction, so consider this an approximation) 2, 3 and either 4 or 5. The four or five APen allocated to not harming the creature, 3 to catching it (the hat) and 2 to getting stuck.
Some painful pulling did get Hafnir out of the hole, though a wound to head was suffered. The dragons tried calling the thing back to little effect. A rat did come to stare at them; more precisely, at Vulcanus, the stare of whom hypnotised the poor creature. It came to smell and stare at Vulcanus, staring deep into its eyes, and was not eaten, instead being asked to go back and tell that they meant no harm. The rat gladly scurried away. Not a long time did it take for one of the mushroom folk to come up, moving in a blur to check Hafnir, then running back. Soon it came back with moss that it tied to Hafnir’s wound after which there was much spitting on that same wound. Then it went back to hiding among the rocks.
Everyone but Zaphádoranon went to sleep. Zape went flying, presumably to find out more about a certain primitive settlement nearby. Zap heard sounds of something feathered, and not of negligible size, flying and approaching. Then the thing dived at Zap, who did manage to dodge while also screaming in a distinctive voice. Isla was not pleased at Zaphádoranon thusly fluttering around alone. So they all slept together under a small cliff.
Come morning the young dragons started searching a local lake in order to find Thunandriaikhor. (Hafnir’s wound felt good, yet Hafnir did not remove the moss still covering it.) As none of the dragons is particularly adept at swimming or breathing water and living their attempts at scouting were limited in success. What they did find was that a mangrove and jungle-like island that stands in the middle of the lake is inhabited; there are lizardfolk there, much like those mentioned earlier, though more muscular and slimmer. One idea heard around the table is that the island may in fact be Thunan. The truth value of that is yet to be discovered.
Zaphádoranon, who can shift shape, approaches the island settlement, which consists of fairly primitive huts, in a lizardman form (with the distinctly green eyes that remain regardless of shape). A guard is suspicious and courteously escorts the visitor to the shaman’s hut. The other dragons wait at Hafnir’s request. The shaman can see Zape’s true form, at which point a few comments are uttered and Zap leaves the hut. Hafnir still wants the others to wait, but Isla calls him a wussy and flies to the settlement, followed by Vulcanus and (fuming) Hafnir.
Within the village the powerful visitors are stared at; the lizardfolk are careful, not knowing the nature of the visitors. Vulcanus imperiously demands food, which is provided. It is known that the nightly attacker was a griffon and that they live eastwards, occasionally bothering the lizardfolk, who drive them away as necessary. It also becomes known that there are at least three settlements of lizardfolk hereabouts; these people on the island, one tribe on the plains below and one in a mountain to the west. The best moment in this game, up till know: Hafnir, clearly angry and fuming, asks of the shaman: “Am I a wussy?!” (or perhaps “Do I look like/seem …”), and the shaman, somewhat politically minded, quickly responds that such is not the case. Vulcanus has been gathering bird feathers and another shaman who lives in solitude has griffon feathers, so there goes Vulcanus. End of second session.
This is the most challenging game I have run thus far. The greatest reason is that the characters have several sensory and other passive abilities that I need to remember and make relevant in play, which is not at all easy. This is by design. I knew what I was getting into. There’s no way of improving but challenging oneself.
Terho plays Zaphádoranon in a way that reminds me of another player I have GM’d for; I have hard time figuring out what he wants his character to accomplish, even if single actions are sufficiently communicated. This did not happen in the previous game I played, which is a strength of those particular rules. Potential solution: Explicitly asking “What are you trying to do?”; in any case, discussion is useful.
Dragon personalities: Isla wants everyone to stick and work together, Hafnir wants to observe and learn and keep some distance to whatever is happening, Zaphádoranon wants to be independent and to get a hold over the lizardfolk tribes. Vulcanus I am unsure of at the moment. Nice amounts of tension, especially now that Isla slighted Hafnir.
GM: Me. Players: Vepa, Terho, Apen, the one guy whose name I don’t remember, but which seems to be Mikko.
Character generation-related topics (and some other stuff) I discussed previously. Characters were made, three of them being very social creatures and one of more cerebral nature. Lessons learned: When using your own notes as an aide for picking special abilities and such, first explain the strange ones, then hand the list to players.
The play started with the dragons hatching, after which they loitered around and let their wings dry and socialised a bit. There was getting used to the environment, then flying to get an overall view of the surroundings. Some settlement was seen and then a small lizard-like humanoid spotted.
The lizardman, whose name was not asked (remember: A pregenerated list of names is a Good Idea.), was suitably awed by the dragons and also scared of them. Some questioning revealed that the lizardan lives in a mountain some distance away and will now take the dragons to its master so that they may get some food therein. Further, the lizardman’s tribe of twenty and twenty and ten and four is dominated by some large, scaleless beast that the dragons showed some interest in overthrowing.
If you, the gentle reader, happen to play in this game, consider carefully if you want to read the descriptions and abilities of other dragons. Do it only if it will make your gameplay better and improve the play for everyone. Thank you.
Body 2, mind 2, will 4.
Abilities and skills somewhat in flux, but include skilled flying, strong will, leadership and control of everything that is icy. Probably an icy breath.
Body 2, mind 2, will 4.
Killer, social chameleon, knows civilisation, powerful will, shapeshifting, voice demands obedience.
Zabe clearly lusts for power, which is a pretty interesting personality in a player character and a fitting one for a dragon. (The temptation to call this one “zap” is significant.)
Body 2, mind 2, will 4. (I see a pattern.)
Roaring, breathing fire, reading, rituals, making deals, hypnotic gaze, lying, aura of power.
Vulcanus seems very much a traditional dragon.
Body 1, mind 5, will 2. (Pattern broken.)
Skilled flyer, aura seeing and reading, smells emotions, perceptive, can talk to small animals, is believable, weather spirit.
Hafnir is inquisitive and a little careful or scared or mayhaps shy. Hafnir is also not very large.