Night brings the sun (a tale of heroic sacrifice)

[Image: ‘Night brings the sun’ by Jen]

I’ve been running an Exalted 2E game for about 2 years, in which time we’ve managed 14 sessions.

A recent session included the culmination of several plot lines and resulted in a large battle between the PCs, who were leading a militia of a few hundred hastily trained refugees, and a force of spider-like beastmen created by a sorcerous second-circle demon. The beastment were led by terrestrial exalted who were bound to love and serve the demon by mind-bending sorcery. However, the beastmen were only distraction from the army of war ghosts marching up from a nearby shadowland to overrun the refugee township the PCs were defending.

The fight with the beastmen took a hard toll on the PCs, with most of them drained of essence and suffering a few injuries, but one PC (a night caste martial artist) was crippled in the fight. As they were assessing the outcome of their narrow victory over the beastmen, the PCs became aware of the army of ghosts marching from another direction.

As the army of ghosts approached, the PCs – having recently gained access to a salt mine – tried to build a salt line around the village, but realised they wouldn’t have enough to do so, so instead they built a defensive salt line between the village and the army, planning to use some of their various travel charms and magic to encircle the army of ghosts with salt once they drew closer, and then just wait for the sun to rise.

They didn’t consider that the demon would be leading the ghostly army, and one casting of Magma Kraken (a powerful spell that summons tentacles of molten rock from the ground to fight) was able to disrupt their defensive salt line and gave the PCs the problem of dealing with the tentacles before they did any real damage.

This was when the crippled night caste decided to act.

Previously, the night caste had been having troubled dreams, which had led to learning the first few charms of the Quicksilver Hand of Dreaming martial arts style.

For those unfamiliar, the first couple of charms of this style include the ability to give people specific visions or dreams, and then another charm lets you pull those dreams out of people’s heads and manifest them in the real world. The night caste had not, up to this point, really explored the possibilities of this combo.

Realising the likelihood of defeat at the hand of the ghosts, which would mean a terrible end for the village and its 5000 occupants, the Night Caste PC gave a stirring speech in which he called for a volunteer willing to give their life in defence of their home and family.

Then, using an ancient artifact (Wings of the Raptor… a magic cloak turns into giant wings), the night caste flew high into the midnight sky, and with their last remaining essence used a combo of Martial Arts charms charms to give the person a waking dream of the rising sun that burns away the undead.

Then, knowing full well what it would mean to touch the surface of the sun, he plucked out that dream, letting the sun shine brightly for a fraction of a second before it incinerated both the character and his volunteer, but also destroying the entire army of ghosts in a blinding flash.

Between the player first proposing the idea and the final execution, we had a bit of discussion about the implications of the action and the ultimate finality of attempting to hold the sun in the palm of your hand. After considering some alternatives, the player decided to commit to it and we played out the final moment which brought a quick end end to the character and the battle. To background this event, we used the soundtrack from Sunshine: https://www.youtube.com/watch?v=q_b6C0PHXkQ

The final serendipity of the moment was the fact that the group had only just recently learned of the fate of the character’s first age incarnation, who had similarly died when a solar circle spell he had been casting to slay a horde of demons had been disrupted, and he similarly exploded, taking many of the demons with him, but ultimately killing himself and a circle-mate.

Heroic sacrifices are rare moments in roleplaying games – and need to be rare moments in order to maintain the weight and impact of the decision by the character/player – but when they come up in an appropriate moment it can be a real highlight to a game session, and even a whole campaign.

This moment was a great example of the collaborative storytelling of roleplaying, and one of many examples of why I love this hobby.

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“I thought WE were the good guys?” – a story framework

This is the outline of the story that turned the encounter Little Demons on the Prarie into a 2 session event.

Presented here is the overarching story framework and the elements that define the core ethical dilemma of the piece – the running of this scenario involved additional encounters along the way, which will be presented in separate posts at a later date.

Themes and Objectives:

This story engages an old device that pits the characters’ morals against their integrity and reputation. A powerful being engages the characters to complete a task that seems entirely reasonable, but as they discover more about the task they realise they are potentially acting on behalf on the bad guy of the story.

In this scenario I’ve combined that plot twist with two other story telling devices (because who doesn’t love an over complicated story?) the device of the characters having to travel a distance to meet a deadline and facing delays along the way, and the device of the identity of the true antagonist being hidden. Continue reading ““I thought WE were the good guys?” – a story framework”

Little Demons on the Prairie – an encounter

This encounter was devised for Exalted, 2nd edition and was originally posted here. Presented here is the outline of a single encounter, which can be inserted into a game by itself as just an odd moment that raises the question of the nature of good and evil, but in my game this encounter formed the basis of a longer story which ran for two sessions. I will post that longer story outline in a future post.

Main themes and scenario objectives:

This encounter ultimately revolves around questioning the nature of purity and corruption on a micro level, and forces the characters to consider where their thresholds are on the scale between the two. The characters ultimately have to decide, on behalf of others, just how much ‘corruption’ is acceptable, and at which point suffering or death are preferable options.

The elements of this encounter might seem a little specific to the setting of Exalted, so I have included some suggestions to help swap out exalted specific elements for things suitable to other game settings. Continue reading “Little Demons on the Prairie – an encounter”

“…but at least he’s MY demon” – an encounter

This scenario was originally written for an Exalted, 2nd Edition campaign (if you’re not familiar with Exalted, read more here and here), and has been previously posted on the Onyx Path Exalted forums, here.

Main themes and scenario objectives:

The point of this encounter was to prompt the characters to explore the boundaries of their sense of right and wrong, all in the context of ‘how far would you go to survive’. There is no  right or wrong way for this scenario to play out, as it ultimately forces the characters to make decisions about who they are and to express those qualities through their actions. Continue reading ““…but at least he’s MY demon” – an encounter”