Advice for a marathon

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I'm coming up on a massive, massive 24-hour long session that I've agreed to ST (don't ask me why I assented to this mad idea) for the DB campaign I've been running for the past couple of months, and I need some advice for people with more experience with Fair Folk than I've got.


My PCs are relatively young and inexperienced Blooded (one of our two monks -just- got his Form Charm) who find themselves in a part of the West that could charitably be described as the ass-end of Creation but which has a substantial military presence (this being 50 years before the Empress disappeared) due to its proximity to the Bordermarches and the archipelago having one of the few harbors around with tides dramatic enough to accomodate a drydock. They've been busy doing the local politicking thing, acquiring influence, making nice with the more experienced but not inaccessibly senior up-and-comers on the satrap's staff, helping to undermine the local cult of Siakal and establish the Immaculate faith, accidentally picking a fight with a local Forest King and his court (which they won, if barely) and encountering a few weird and unsettling signs of raksha activity.


Now, the commanding General of the local Legion is currently holding a massive wedding gala which, for lack of other events on the local DB social calendar, is occupying festivities that have lasted for the better part of a week. The group is coming up on the seventh and last day of festivities, during which time a very fashionable comedy of manners, the latest thing in Imperial City theatre, is being staged on someone's luxury yacht in the middle of the harbor of the island that's home to the Legion's biggest garrison and the High Fane of the cult of Siakal.


Now, a bunch of stuff has gone on with trouble with the local kahunas and priests of Siakal, and my players have been expecting serious trouble in the city. My essential idea is that during the play, a handpicked talon of Legionnaires will have raided this High Fane, looking for a particular fugitive from imperial justice, which, because of information from a traitor on the inside, the locals will use as the signal to start an uprising against Realm control that has been covertly supported by the Guild (in the form of some First Age weapons acquired from local pelagials).


Unbeknownst to anyone else involved, a Fair Folk noble styling himself the Smiler Amongst Kelp, banished centuries ago from the islands by someone who may or may not have been Danaa'd herself, has been waiting for just such an opportunity to attack the High Fane of Siakal and reclaim an artifact that he needs to awaken the massive behemoth that Danaa'd sealed long ago using the power of an entire capped Demesne as a seal and that subsequent generations have just thought was a somewhat strange island. He sends one of his lieutenants, a cataphract named Crimson Slaughtering Bear (so-named as part of a long feud with Black Grinning Bear), to attack this island in the midst of all this ruckus. Various nasty sea creatures attack the Dynasts in the harbor while the Fair Folk raid the Fane.


now, here's the rub - what do I do afterwards, precisely? I had the idea of the veteran sorceror one of the PCs has as a mentor and something of an expert on the Fair Folk suddenly have some information click in his mind and point out some details of a mention of Danaa'd sealing something nasty in this islands in the Immaculate Texts in some connection with the Fair Folk, and that the unsealing of said big nasty can't be permitted to happen. The experienced secular Dynasts, of course, have no time for this rubbish, having an uprising to put down, leaving the PCs to help this sorceror in putting a stop to this admittedly vague but potentially serious menace to Realm control of the West.


I'm primarily wondering what sorts of obstacles to throw in the way of the PCs between the sorceror figuring this out and actually confronting the Smiler himself. What sort of minions should a raksha noble throw at a brotherhood of relatively inexperienced DBs? I have a decent idea of what I want from the last fight (the campaign will take an enforced hiatus of a month or two after this session and will skip ahead 50 odd years), but it's the intervening bits that have me puzzled.


Any suggestions? What sorts of battle tactics would a raksha that's forced to be in Creation use, anyway, apart from Imposition of Law and Bastion of (Grace)? Any cool and nifty gossamer/Wyld-y weapons you've used in the past and wouldn't mind me nicking for use by Crimson Slaughtering Bear or the Smiler?
 
Clausewitz2 said:
I'm coming up on a massive, massive 24-hour long session that I've agreed to ST
Wow. I once participated in a game that ran in 12-hour sessions for 7 days straight. I thought that was stamina. I think one 24-hour nerdfest wuld easily top that.


-S
 
Stillborn said:
Wow. I once participated in a game that ran in 12-hour sessions for 7 days straight. I thought that was stamina. I think one 24-hour nerdfest wuld easily top that.


-S
It's become a bit of a tradition; last year, in the last DB campaign I ran, we had a session that was supposed to just be a decently late night of pizza-munching and beer goodness but ended up lasting 22 hours. That was a disgustingly political chronicle, though; I managed to send the brotherhood involved in that scurrying by just noting that a local iron mine had been experiencing significantly decreased yields. Their investments in a local steel manufactory were at stake!


They also spent about an hour IRL in character planning how to rig the awarding of a military procurement contract to maximum advantage. A little dire to listen to as an ST, but, ya know, glad they were getting into it.


The worst part about this marathon upcoming is that it won't be the first time this week my sleep has been massively disrupted by Exalted; Monday/Tuesday was a 21 hour session of a Solar campaign I'm playing in. The ST for that campaign is playing in this one. Yay holidays and being bored.


Since this is in the ST forum, I'll offer a caveat to STs who might be tempted to follow my example. On Tuesday, I briefly napped after the 21 hour session to catch a few Zs before dinner, and upon waking, was convinced for a good ten minutes that I was in 13th century France and was about to be arrested by the Inquisition for heresy. If you want to seriously deprieve yourself of sleep for the sake of RP, whatever you do, don't leave books about the Mendicant Orders or the Dark Ages: Inquisitor core in plain view.
 
The mutation that allows five actions sans penalty is a must-have; there are a few more solid ones if the Fair Folk in question have way too much gossamer to burn, but I dont' have the hardsplat with me.


 As for the plot hook, have the characters run into a scouting expedition of Smiler's, led by a Fair Folk who's well-versed in Creation technology (there's a charm for that), complete with paraphanelia and notes. When the PCs defeat the scouts, the notes should puzzle them sufficiently so that they look for help. The sorcerer should be a resource they're used to consulting; once the sorcerer examines the notes, he/she can realize the threat.
 
I would think that the island would have some sort of watcher on it.  You said people considered it weird, so some fay creature is tasked to watch the island and report when the seal is tampered with.  With the uprising the watcher can not report back and instead calls in a favore from the charaters mentor?  (You have to then figure out why the mentor owed the fay a favor.)


How does that sound as a hook?  


Or have the creature come directly to the players and ask them for help?  It can offer them some treasure in exchange for their help.  Afterwards it reveals that it can only tell them were it is, but it was not guarded.  :wink:


Then they get to travel to some forsaken area with A) Anathema B) More Fay C) some other Exalt type (all who just happon to lay claim to this area) or D) themselves, who they must now battle to get to the goodies as this is the guard for the area, but is not affected by Fay so if it is there, it does not see the attackers.
 
Thanks for all your ideas. They were much appreciated. I have just finished up the marathon session, which ended up lasting for a grand total of 28 hours (at least, if you count the half hour group run to Sainsbury's for more Coke and sandwiches). In the end, it was a mentor that clued in the group of PCs to the possible existence of the Seal and the behemoth trapped under it, though they did end up having to negotiate with a local Lunar for assistance in keeping the Smiler and his chief lieutenant from actually freeing the creature. This happened only after they had essentially burned every other possible bridge of support they might have gotten access to by a combination of venality, incompetence, and that strange kind of careless brutality that seems to grip some fantasy gamers.


Still, they liked it enough to stay 28 hours...
 

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