New Barbary Session 1, Delivery in La Habana

I ran New Barbary/La Habana yesterday, and it went very well.

The perpetrators:

  • An amnesiac Castilian deserter with a talent for fighting and a real gift for lying. He still remembers that the fort he was assigned to (Castillo de San Marcos in La Florida) is threatened by a mysterious curse or god.
  • Sol, A mysterious maskmaker practiced in botany and superior pact-making skills. She had a hard time lying and a nearly supernatural ability to get people to tell her the truth. She was contracted by a devil to repair its mask, which was destroyed by the same entity that threatens the Castillo de San Marcos–or so the devil says.
by Christophe Meneboeuf, distributed under CC-BY-SA license

They owed their cantankerous one-legged landlady 100 pesetas by the end of the week or she was going to sell off all their stuff, evict them, and alert the constabulary. They decided on approaching the Red Hibiscus Society for work, and were led to the bathtub-bound towering ex-bandit who led the Society: Uncle Yusuf. He told them to pick up a package from the House of Honey and Salt and deliver it to a dead drop location at the Old Royal Park.

On the way, they evaded a pack of coyotes gnawing on a body in the abandoned urban areas around the Souk, and tripped over the body of a (extremely stabbed) courier. The letter clutched in his hand was addressed to Frederico Buendía, the owner of the biggest distillery in Cuba, warning him that the infamous pirate Sayyida al Hurra had stolen a major molasses shipment, which would cost him an enormous sum of money and drive up the price of rum catastrophically.

Bearing this in mind, they pick up the package from the Saints. It’s pretty disturbing–they are told not to open the package, get it wet, breath heavily around it, or spend much time touching it. Sol asks for an extra blanket to wrap around it, and pretends she’s carrying a child. On the way out, she notices it’s a bit warmer than body temperature and might even be moving subtly. 

On the way to Old Royal Park, they notice a man with a hat pulled low over his face following them. They set up an ambush and successfully capture him, forcing him to reveal he works for a rival gang (the Ivory Palm Guild). The Deserter knocks him out, and they steal his machete, a flask filled with a floral-smelling liquid, and a brick wrapped in paper–possibly a decoy for the package they are trying to deliver.

They reach the Park without complication, hide the package, and successfully flee a group of Ivory Palm Guildsmen, including a limping figure clutching his head. However, while running away they stumble into two sorcerers who manage to catch up with them, helped by a dimly seen creature that blinds the Deserter. It’s a man and a woman–Rosa and Rodrigo–who Sol guesses correctly work for the Klatch. They were trying to prevent the Saint’s package from being delivered to the Red Hibiscus Society, but now that it already has been, they want Sol and the Deserter to figure out where it is being kept. They agreed, realizing the Saints and Society were probably up to no good and also recognizing that Rosa was probably going to shoot them otherwise.

They return to the Red Hibiscus Society’s headquarters and receive their reward from Uncle Yusuf, with a small bonus for fending off the Ivory Palm Guild. Then they alerted Frederico about the impending rum-market disaster. He gave them a small award and agreed to let Sol and the Deserter join his expedition to get the molasses back (the Deserter lied about his Navy experience, and since Frederico thought he possessed “the steady gaze of an honest man”, he let them join). It would leave in a few days.

The next day, the party, wanting more money so they could outfit themselves for their coming adventure, asked for more work at the R.H.S. They were told to deliver a sealed cask to the bastard Castilians, but on the way a mysterious, ragged man named Jorge asked if he could poison the cask, with the promise that it would only “cause digestive distress” and that his days as a smuggler would let him tamper with the seal without chance of discovery. They were very hesitant, but as Jorge enjoyed a cigarette they decided to let Jorge do it if he and his “many friends in lofty office” agreed to search for the R.H.S.’s hidden and guarded package. Jorge poisoned the cask, and the bastard Castilians took it without even looking Sol and the Deserter.

Flush with cash, they went the Souk and bought themselves a rusted breastplate and a suit of tattered leathers for armor. Sol purchased some sacrifices so she could form a contract with one of the Souk’s Mercenary Gods, and settled on The Beast Among The Lilies, a jaguar-spirit that could strengthen the Deserter or fight on its own.

We ended the session with Sol and the Deserter ready for the hunt for the pirate Sayyida.

Lessons Learned

  • Vornheim remains the most useful rpg book I own. I went into that session with my blogposts on New Barbary and the following prep. Everything else I scribbled in during breaks or generated/rolled up from Vornheim.
  • This WaRP hack is going very well. The Klatch sorcerer that blinded the Deserter was just “Rodrigo: spirit of darkness 3D, 10 HP” and he did everything he needed to do.
  • D&D has a lot of granularity and mechanics I don’t really use because of the types of games I tend to run. If I were to run San Serafin has a hard dungeon crawl, I would definitely use D&D, but WaRP seems to work quite well for what I want to run right now.
  • San Serafin is still a location and the players actually laughed out loud when I said they could go there to look for treasure.
  • The players really like the shrines of Mercenary Gods at the Souk.

SPACE MAGIC

So I found this mess while digging through my unpublished blog posts. It’s Pernicious Albion circa January 2013, back when it was based directly off of Carcosa, as you can probably tell from the amount of gonzo science fiction elements.

ORBITAL WIZARD
Aurelian is a lich that has blasted himself into space with stolen Moth Elf technology, strapped himself onto an arcane satellite, and parked himself in geosynchronous orbit above Silver Fork Carcosa, observing it with grafted-on telescopic eyes. He projects his magic down to the surface with great metal dishes, and is the terror of several small towns scattered across the Western Hemisphere, though cities generally have enough magicians to keep them safe. He also has a small network of spies, which he maintains through magical communication. He often sells information to various Dark Lords, Fairy Sorcerers, and Lunar Giants, as there is nothing he cannot see. However, his field of view when zoomed in is incredibly narrow (the party doesn’t have to worry about being Fireballed from high orbit), so while he can watch everyone that passes through a town, he can’t find them wandering the countryside. Aurelian covets the space station occupied by the gravity dragon known as Charles V, as it is both secure and filled with texts describing the strange space-warping and cthonic magic of the station’s inhabitant. If the party makes a name for themselves and the lich’s spies find out, he will offer to pay them an outrageous sum of money if they kill Charles V. Aurelian will provide the transportation.

GRAVITY DRAGON
Charles V is neither chromatic nor metallic; the dragons of Carcosa are affiliated with greater powers and stranger frequencies. He has taken up residence in an abandoned Moth Elf space station, which traces a crazed trajectory high above Carcosa’s surface. His size is immaterial; Charles V occupies several planes and can snake his away around obstacles along alien axes. He does not attack with anything so unsubtle as fiery breathe, and favors tearing of chunks of his enemies with small gravity fields. Depleted uranium weapons deal double damage against him. In addition to various magical tracts, Charles V’s hoard contains maps marking the locations of several other dragon lairs. More on this later.

OTHER DRAGONS
Include gamma dragons, are white hot and cause terrible sickness in nearby communities; tidal dragons, which manifest themselves as waves (regardless of the material they travel through, so they are like sentient, mobile Tacoma Narrows Bridge disasters); entropy dragons, which induce catastrophic disorder through their breathe.

ON SORCERERS IN SILVER FORK CARCOSA

This is actually recycled stuff from an abandoned campaign
I hate pointy hats and robes, so in Silver Fork Carcosa, all sorcerers have something terribly, terribly wrong with them.
About this sorcerer
  • Is bound in an immense brass coffin; carried about on a palanquin by blindfolded and gagged slaves who act in perfect coordination
  • Has a furnace for a heart; requires coal to live
  • Only has one eye located in the back of their throat; must open mouth wide to see
  • Has long, stilt-like legs that terminate in iron spikes
  • Has a head is put on upside down
  • Has lungs that don’t work; golem servant pumps a set of bellows stuck into abdomen
  • Has been embalmed and stuffed with rose petals; perfectly ambulatory
  •  Exudes a powerful odor of lemons
  • Has the voice of a screaming choir
  • Has a millipede instead of legs
  • Has a face (not a mask) carved from ivory; if removed, you can see their brain
  • Is always on fire
  • Has elephant tusks growing from their elbows
  • Has smoke instead of blood
  • Has extra-long, exposed, articulating ribs
  • Has small tentacles instead of teeth
  • Moves in time with the ticking of the giant clock embedded in chest
  • Verbal components of spells manifest themselves as razor blades tumbling from sorcerer’s lips
  • Bulging chameleon eyes afford panoramic view 
  •  Nearly limp body carried about on spider-legged apparatus