The Keep of the Thirteenth Hour

GM Session Logs

Introduction

A little bit of a disappointing start as it looks like it just Owen, Duncan, and myself. Don't know what happened to Paul. Anyway we decided to progress.

The auction order, by random draw using a pack of playing cards, turned out to be Endurance, Psyche, Warfare, Strength. All bidding was done by secret ballot and I'm not revealing the results yet.

Most of the evening was spent sorting out the two characters, mainly showing Owen and Duncan how to fit their character concepts into the Amber system. This meant we got started on the main scenario rather late but I think I handled the intro a little better this time - I still forgot a few things but I'll be able to cover those later.

The tendril the players see - read the Thirteenth Hour character intro - is sent by the Living Logrus to summon the Children of Amber into its presence. Each character is grabbed in turn and pulled across shadow in the grasp of a tendril until they find themselves approaching a tower, on top of which sits a huge Blue crystal. The tendril pulls them through the walls of the crystal and they now find themselves in a pentacular prism with 100m long walls, 60m high. In the center of each wall is a 50mx40m 'living' painting. In the center of the floor is a geomantic construct. The construct consists of 3 concentric circles spaced 7 and 49 cm apart such that the inner circle has a radius of 21m. Inside the inner circle is constructed a 5 pointed star, forming a pentagram at its center. Between the Outer and Middle circle are 5 sets of seven symbols. Between the Middle and Inner circle is an inscription. In the center of the pentagram is a huge shifting thing of energy, deep blue in colour which is shot through with deep reds and sky blues that ripple across its surface and out along numerous tendrils like the ones holding the players.

About 30 seconds after the last of the players arrive (they all arrive within the space of about 15 seconds), one of the tendrils flashes and intense bright blue and vanishes. A further 30 seconds pass, and there is a blinding flash and the players are unceremoniously dumped on the floor. When they recover their senses, there is a black haired female figure in a vibrant green dress and black knee length boots lying unconscious in the middle of the pentagram.
<Owen's Character> correctly idetifies the fact that they're in some for of magic circle and moves to investigate the markings of the inner circle and the woman more closely. Reliant mainly on sign language, their language dialets are sufficient to make communication difficult but not impossible, <Duncan's Character> indicates that <Owen's Character> should not cross into the inner circle. <Owen's Character> ignores him and carries on anyway. He doesn't recognise any of the symbols, but realises its old, very old.
The two characters then start to examine the pictures around the walls.
When the woman recovers she summons a banquet which appears in the room and introduces herself as Dierdre. She then tells them of the reality of their inheritance and gives them a list of things that she needs them to do. As the thirteenth hour draws to a close she sends them off with no resistance to the person who used Pattern Defense to block her tendril, primarily because she believes that person having Pattern Defence may be able to start their education, at least in so far as introducing them to Pattern, explaing about Logrus, Trump, etc.

Having not slept properly for 72 hours, and having had to block one Logrus tendril already, and then having two people appear, one of them armed and in an armoured space suit, at the ends of Logrus Tendrils in your cramped 25ft x 20ft survival shelter does nothing to aid one's temper. So when the PC's are deposited into such a setting Cordellia is not best pleased.

<Duncan's Character> recognises that she's better armed and armoured than she is and doesn't offer any resistance. <Owen's Character> follows suit, but then he only wants a quite life building his engines.
Cordellia barks off a series of questions, which they answer, although she doesn't really believe what they're telling her. Since they don't really pose a threat and just want to go home she relents and introduces herself. Given that there is now somebody else who can do Guard duty she tells the General, <Duncan's Character> that he's on guard duty and that she's going to get some sleep. This produces a confrontation, and given her current condition, she lets it go and aks him to do guard duty. When he asks what for she points to the wrecked armour in the corner. She then procedes to go to sleep leaving the other two on watch.



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Page Created 10/06/2005 Last Updated 13/06/2005