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Thread: Seeds of Wrath: session recap.

  1. #1
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    Post Seeds of Wrath: session recap.

    First of all, for all those who helped me with the seed, I guess me and my players can all thank you for a good RPG session .

    So ... here is a quick description of the setting.
    The action takes place in a remote Bajoran colony in the Korollan system. It is a colony that predates the Cardassian occupation, but was left relatively unharmed since the planet has absolutely nothing the Cardassian would have been willing to exploit. It consists of mainly ragged mountains, with only few agrar lands not even suitable for intensive farming, and nothing to mine.
    The only thing of interest on this lonely planet is an extremely ancient monastery, the Mardankar monastery. It hosts a few contemplative monks ... again, nothing special apart from the archeological and architectural standpoint.
    Actually, what few people knew is that the place has been the repository of one of the least understood Orbs: The Orb of Movement. As far as Bajoran archives go back, the monastery has always been there, and so has the orb. However, the existence of the orb has always been a very well kept secret, and only a few from the Vedeks Assembly happened to know about it ... until now (I'll come back to this). The problem is: the orb had been stolen. By whom? Nobody knows. The only thing that the monastery's highest ranking monks know is that it happened in the early days of the Cardassian occupation, and that the theft has been kept even more secret than the existence of the Orb:
    Only 3 or 4 monks in the monastery were aware of this. This hasn't been that difficult since access to the Orb had always been very restricted.
    What the Orb does, you might ask? Again, this is very vague. One of the reason for this is that nobody has been able to study it since more than 50 years. Another one is that visions given by this orb have always been extremely difficult to interpret. It is in any case ironic that the Orb of Movement has (supposedly) never been moved from it's sacred room in the monastery, for as far as the Bajoran memory goes (and it goes a <I>long</I> way back).
    So, where is this Orb now? Well, it turned up a few years ago on an unimportant Cardassian universitary planet, in a rather dusty museum. A Cardassian university professor specialized in social science and specifically Cardassian history happened to notice it, and kept it in the back of her head in case she needed it (well, had she been working in a more productive field, with "real" science, she probably wouldn't have been in that 3rd grade university on that boring planet far from Cardassia).

    This is what history relates. The Dominion War came by, and Cardassia was separated among the victors, and the Cardassian professor as well as the Orb found themselves in the part known as the "Romulan Protectorate". Already considered "unreliable" in the eyes of the Cardassian governement, the professeor knew that she wouldn't be very appreciated by the Romulan Tal Shiar (social sciences always stir up troubles, well known fact that ). Posing as a (not very skilled) farmer, she hid on a nearby planet, Agor Prime. Everything went well at first, the Romulans being busy with the systems nearer to the empire, but they progressively began to shift more of their attention toward the more distant systems ... and life became much harsher in those colonies. Taxes were extremely high, with no liberty whatsoever, and deviants of any sort were hunted down. It was one thing to be a Cardassian in the Cardassian Union. You had to be careful at what you said, but you were still the right kind of citizen.
    Not so in the Romulan Empire, were you were considered third class citizens (or even worse), and where even the pride of being Cardassian was taken from you. A few of the more determined decided to flee the protectorate, pass the DMZ, and seek asylum in the now Cardassian Confederation (the Federation sponsored part). This wasn't easy. They had to find a transport, make it last long enough to last till the other side of the DMZ ... and find a way to deal with the Bajorans. Indeed, the nearest systems outside the DMZ were Bajorans, and somehow the escapees figured out they might not be welcome there. This is when the professor remembered the Orb. They managed to steal it, and escape from the Romulans by sabotaging the few shuttles that could have chased them.
    They had escaped.
    Actually, they had had a fair bit of help. First, there was a Cardassain spy among them. He wad been sent a few months ago through the DMZ, looking for informations that'd help him locate a deep cover Obsidian Order operative that the Cardassian Confederation Intelligence feared could be very damageable for their relations with the Federation. I'll come back to the O.O. spy later.
    Second, they had a surgically/genetically altered Tal Shiar agent among them. The Romulans were indeed very interested in the Orb, but had thus far been unable to discover anything about it. They thus decided to let the orb be brought back to the monastery, where the Tal Shiar operative would have a chance to find out more.
    All this explains why a some farmers, a university professor, and a few other castaways managed to escape the Romulan Star Empire so easily.
    All this partly explains too why their old transport ended ... or rather crashed on Korollan. Things would have gone better if it hadn't been tampered with by the Romulan spy, who wanted to make sure they would arrive on the monastery's planet (some other Cardassians wanted to try to go as far as the transport was willing to take them (which was not very far actually), and the Cardassian Spy was still trying to convince them). Of course, the crash-land didn't go that well: the Romulan Spy had sabotaged the warp core so that they had to eject it, but also the plasma reactor and the EPS conduits, planning to take one of the few escape pods with some of the refugees and getting rid of the brightest of them in the process. The escape pods were not functioning (well, the transport was holding on spit'n string to say the truth), so they all land as well as they could a few kilometers away from the monastery. Only half of the refugees survived, among which their leader (the professor), and both spies.
    Why was the Cardassian operative trying to go the Korollan system too, will you ask me. Well, he had managed to find out that the O.O. deep cover agent he was tracking had been put in the monastery (the O.O. had heard of the orb, and of its disappearance, so they had put an operative there who would be in the best place to catch the orb should it be returned to the monastery). His orders were: the soonest we can remove this O.O. agent from where he is hidden, the better, so he was planning to act alone if he had the opportunity to get to the monastery.

    Fortunately, as I said, the crash site was quite near indeed from the monastery, and the monks went to help, offering the refugees their hospitality. The monastery had a very long history of hospitality, and they were not going to forget it just because the refugees were Cardassians (besides, Korollan had comparatively suffered much less from the occupation than Bajor).
    All set? Not quite yet. Remember the O.O. spy? He entered the monastery as a monk about 10 years ago, recommended by a well known Vedek who happened to conveniently die soon afterward. He then slowly climbed the hierarchy ladder, and is now the Venerable's second, in charge of most of the monastery's organization. Only, the meditation techniques used in this monastery had a rather strange effect of his mind, where, deep under his conditionning, were hidden the dark secrets of the O.O. ... and, unwillingly, similar to what Dukat did willingly, he became possessed by a Pah-Wraith. From there, the Pah Wraith slowly began to invade the monastery. At the time the refugees arrived, about one third of the monks (more precisely, seven of them) were possessed by the Pah-Wraiths. This is not very noticeable, as the Pah-Wraith's control is not very demanding. However, the Pah-Wraiths need to feed on the vital energy of their host to stay there, which means the hosts always seem somewhat tired, as if they were only sleeping 4 or 5 hours a night.

    So ... where do the PCs come in? Well, the Romulan Star Empire is not happy. It has been very definite that the escapees are to be returned at once to them (well, as a matter of fact, when the escapees sabotaged the Romulan shuttles, they caused a lot more damages than expected). Of course, it knows that the Federation will not comply immediately, and counts on the delay for their spy to find out something, and are ready, if needed, to send a ship to Korollan to get the Orb back.
    There is also an unexpected problem with the Bajoran opinion. When the Vedek assembly heard that Cardassian refugees had seeked asylum at the monastery, some of them feared for the Orb, and talked, maybe a bit too much about it. The rumour spread like a fire, and soon everyone on Bajor knew some so-called Cardassian refugees were trying to steal a long hidden orb from one of the most ancient Bajoran monastery. Ironic isn't it, when the Cardassians are the ones who actually brought the Orb back.
    This is fortunate for them indeed, since the Monks owe them a big one, and since they could even leverage the Vedek assembly who would not be very happy if the whole truth was disclosed to the public opinion (how does that sound, losing an Orb that you didn't even admitt you had).

    All this puts the Federation in an uneasy position, so it has decided to send the PCs team as mediators.

    All right, so it wasn't quick at all after all ... the actual recap will be following soon.
    Last edited by Calcoran; 10-16-2002 at 03:50 AM.
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  2. #2
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    As a matter of fact, the recap ought to be a lot shorter, since it's mostly about the PC interacting with every NPC, and trying to uncover the truth.
    The problem is just that there was a real lot to uncover, and noone in the momastery was quite willing to tell the truth. As a matter of fact, after 10 hours of gaming, they're not quite finished .

    The PCs first tried to check the veracity of what the Cardassians had said. This did not bring much light on the matter, as they were unable to find any proof that the Cardassians had purposefully aimed their ship at Korollan, or that the ship had been tampered with in any way (well, in their defence, there was not much left after the crash to work on).
    They soon noticed the somewhat uncommon atmosphere: the Bajorans and the Cardassians were actually getting on almost well ... and the high ranking monks (except one or two of them) did not seem to be eager to get rid of the refugees. This was unusual enough to get them to investigate this, and after much checking and speaking to a lot of different NPCs, they finally got the Professor to admitt the truth about the Orb. The Cardassian PC also has a problem, since he has managed to contact the Cardassian operative among the refugees, and knows that one of the monks is actually an O.O. agent ... but he has no idea which one he is, or what he'll do, and he can't even disclose this information to the other PCs.
    They also have noticed the strange weariness of a few of the monks and novices ... but have been unable to understand what caused it yet.

    Not much, for 10 hours gaming, is it? Well, I must say this was quite fun nonetheless, as it gave us the opportunity to do a real lot of actual roleplaying.

    What's next?
    Well, the O.O. spy is completely controlled by the Pah-Wraith, and he'll certainly try to do something with the Orb (specially as it in fact "predates" the split between the Prophets and the Pah-Wraiths). Parallel to that, the Tal Shiar agent has been observing all this, and will probably call for reinforcements soon enough ...
    Oh, and the Prophets have been watching all this of course, and the least they can do is send a troubling vision to one of the PCs ... gosh, I can't wait till the next session .
    Every procedure for getting a cat to take a pill works fine -- once.
    Like the Borg, they learn...
    -- (Terry Pratchett, alt.fan.pratchett)

  3. #3
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    So ... opinions? Questions? Advice?
    Every procedure for getting a cat to take a pill works fine -- once.
    Like the Borg, they learn...
    -- (Terry Pratchett, alt.fan.pratchett)

  4. #4
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    Opinion : This is quite good! Your players are lucky indeed...
    I'm eagerly awaiting the next episodes (plus, 10 hours RPing... it's been some time I haven't played that long with my group)

    Question : Have you already decided what the Orb of Deplacement actually does ? I'm quite interested in strange and new Orbs

    Advice : Well... it depends on what you've already planned and what you could need an advice for
    "The main difference between Trekkies and Manchester United fans is that Trekkies never trashed a train carriage. So why are the Trekkies the social outcasts?"
    Terry Pratchett

  5. #5
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    Originally posted by Calcoran
    Advice?
    It doesn't look as if you need any advice.

    Okay, maybe one small thing that's more a personal opinion, than a piece of advice.
    I think you should either find an excuse for your Cardassian PC to share his information with the other PCs (or at least help him find a way) or have then discover the same information themselves. If they can't pool their resources it might become too difficult for your PCs to get to the bottom of this situation. OTOH you may be one of the GMs who thinks that things can never be too difficult for PCs.

    But from my personal experience these mystery/spy/detective scenarios don't need to be too complicated, as PCs tend to make things more complicated than they are anyway, by way of comeing up with the most unusual (if not to say crazy) ideas and theories about what's going on.
    Maybe finding a way for them to share some information amongst themselves will give them a sporting chance.
    Last edited by Lancer; 10-16-2002 at 07:37 AM.

  6. #6
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    The Orb ... as usual with this kind of object, it does what the plot wants it to do. More precisely, I'd say the object is somehow uncomplete. The other orbs are powered by the will of the prophets, they won't do much if the Prophets do not want them to affect the Orb user. Remember Kai Winn, who never felt anything during her Orb experiences?
    In our case, the orb needs to be powered both by the Prophets and the Pah-Wraiths for her true power to happen. Since most of the Pah-Wraiths are still "imprisoned", the orb is only a fraction of what it could be. It often shows visions about movement during an orb experience. If the user wants or needs to go somewhere, it shows the whole journey that lays before in a matter of seconds. This a bit confusing, but it is even more so if the user has no specific goal in mind, in which case the user's mind is brought there and back all over the galaxy and even further. Were the Pah-Wraiths there, it could actually bring the user to its destination ... as well as about anything the Pah-Wraiths and Prophets (and sometimes the user) deem necessary around it. Ship, planet ... even a whole system. Come to think of it, there is no stellar reason that can account for the position of the Korollan system ... according to known stellar phenomenon, no system should have formed where it stands ... .
    Reminds you of Iconian gateways? It should .

    What I plan to do?
    Not sure yet ... I'll start with something small ... for instance one of the refugees is a prostitute ... I guess this could cause plenty of trouble among these contemplative monks used to abstinence ... well, they're a bit conservative, so there are a few female monks, but relationships are not encouraged. A few other minor things so that my PC let their gard down a bit. Then only the Pah-Wraith will try to use the Orb. I don't know why, but I'm not sure it matters since my PCs will stop it ... even if I have to make a Prophet control one of them to achieve that. And then ... oh well, I'll connect it somehow to my Iconian underlying thread of course .
    That said, I'd be happy to hear other people's ideas .
    Every procedure for getting a cat to take a pill works fine -- once.
    Like the Borg, they learn...
    -- (Terry Pratchett, alt.fan.pratchett)

  7. #7
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    Originally posted by Lancer

    (snipety snip snip)
    But from my personal experience these mystery/spy/detective scenarios don't need to be too complicated, as PCs tend to make things more complicated than they are anyway, by way of comeing up with the most unusual (if not to say crazy) ideas and theories about what's going on.
    Too true .
    Actually, I usually encourage my PCs to share informations. But sometimes, it helps the story to have some players know a bit more than others. And somehow, I (and my players too) find it rather frustrating when I spend time making sure that only one player knows something, and he immediatly elects to or is forced to tell everything to the other players. If only one player knows something, he should be able to use it for something special before sharing it with the others, even if, in the end, every player will know about as much as any other.
    For instance, with the O.O. spy, the information the Cardassian PC has may enable to thwart him at first, then need to tell the other PCs about him. The end result is the same, but the cardassian PC has the satisfaction of having been in the limelight for a bit .
    Every procedure for getting a cat to take a pill works fine -- once.
    Like the Borg, they learn...
    -- (Terry Pratchett, alt.fan.pratchett)

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