“Reflect carefully on this, for it is so important that I can hardly lay too much stress on it. Fix your eyes on the Crucified and nothing else will be of much importance to you.”
The Player Characters
RQG characters follow all the character creation procedures outlined on p. 23 of the core rulebook, but omit steps 3 and 6. Again Runes may be chosen, but will not be awakened yet and the young characters will have no magic.
He laughs and they retire for the evening.
The group played through the optional "An Act of Violence" scene. Keith later commented that he found Lunar Prefect Yolanda Saedrius surprisingly likable. That was intentional; if you've played HeroQuest or RuneQuest long enough you've all seen mustache-twirling Lunar bad guys aplenty. I've always preferred the more epic Achilles/Hector or Yudhishthira/Duryodhana type conflicts, where both sides are gifted and flawed. We'll see if he still likes her later in the campaign...
Also interesting was the way Ashart fit into the game. Rather than making him a love interest, he became Kalf's companion. Both cottars, their family cottages are near each other and the younger Ashart--an only child--looks up to Kalf as a sort of big brother figure. The boy, who was 12 here, follows Kalf around like a cheerful puppy, chatting a mile a minute. I was pleased that during the wolf fight the team--especially Kalf--became very protective of the boy.
It was surprisingly easy to get my players into the Dragon Temple ("What? Ominous dragon temple appears out of nowhere? Let's go in!"). I was a bit surprised that Kalliva was the one to grab the golden dragon orb and receive the mark. Writing the scenario, I hadn't wanted the Focus and Subplot character to be the same, but in the end I think it might even have worked out better. It suggests that Keladon Blue-Eye, who embodies Eurmal in his Guide aspect, suggested the player characters go up the mountain expressly so Kalliva could receive the mark and begin her destiny.
Everyone survived the climactic fight, though two characters were Hurt. Everyone was able to stumble back down into the Vale, where they were apprehended and brought straight to the chieftain's hall, the clan believing they had been responsible for liberating Garnath. Korolmara returns to the hall and explains the Sons of Orlanth saved Garnath, thus sparing any blame falling on the clan. She tells her niece what she did was "foolish, pig-headed, and..." looking accusingly at the seated Ring "...exactly what a true Son or Orlanth should do."
The youths had "borrowed" weapons from their fathers' weapon chests before climbing the mountain. Kalliva has taken, appropriately, Garth's weapons including his sword. Korolmara tells her niece the sword is hers now, something her mother was not terribly pleased with.