This post contains MAJOR SPOILERS for anyone thinking to play the Misguided Ambitions so for Gamemaster eyes only. I thought I’d give a report how did our Misguided Ambitions Demo tryout went from the perspective of a DM to give an idea how it works, what mistakes I made, and some general advice for those planning to run it.
We chose premade characters, I’m not going to use the character names but use their disciplines instead as their names would mean nothing to you. So there were four PC characters: Ork Beastmaster, T’skrang Swordmaster, Human Nethermancer and a Windling Thief. As normal Misguided Ambitions begins with Elder Fennon approaching them with the matter of missing lumberjacks, we began our game with a memory within the kaer in order to bring more feeling what’s Earthdawn all about. The memory was about a last practice matchup against young warriors within the kaer, before our heroes set out to the world. So we opened our bags of dice and rolled for initiative.
The actual battle system was great; we tried even the optional way to go with the initiatives. It worked well and I liked the feeling about everything happening the same time. This Initiative based battle brought excitement to the game. You can take a look how it works on Earthdawn 3rd edition Player’s Guide p.216 The battle went down quickly, and only the beastmaster lost few hit points. All in all, it went very well though we tended to forgot that declaring actions became before the initiatives.
Then the memory was over and our heroes were once again patrolling near Tsennan. Soon Elder Fennon approached and presented the task to find out about the delay of the lumberjacks, the heroes took the quest without a doubt. They set out on their journey and soon arrived to the camp. The beastmaster quickly learned about the amount of tracks in the clearing and the nethermancer noticed the bloodprints in one of the tree stumps. Since what ever happened in the camp apparently had happened recently, the beastmaster quickly started tracking and they moved on.
Soon they stumbled upon the carcass of one of the lumberjacks. The corpse was Geleem, and his chest was cut open with an instrument. The beastmaster told others that “No animal especially goes for heart or lungs, since they were clearly missing and here are no teeth-marks.” The nethermancer told others that there are some horrors who used parts in order to create fowl constructs. Other Legends tell of blood rituals that are fatal to an unwilling participant, greatly enhancing the ritual’s power by tapping the victim’s life force. They proceeded with extreme caution.
Soon they approached a clearing and saw some movement. There was a narrow entrance to a cave in the face of a rock formation that has overgrown during the past centuries. To the trees next to the entrance, an ork, a dwarf, and two humans are bound, and they are guarded by rag-tag creatures that once may have been humans, but don’t look quite alive any more. The nethermancer reattuned some spells to his grimoire and they were getting ready for battle. It was imperative to save the lumberjacks as quickly as possible. So it began our nethermancer casting spells among the cadaver men and others attacked directly. Soon the cadaver men were down. Actually, I increased one additional cadaver men to the scene but still it was a piece of cake for the players to overcome the threat. I especially enjoyed about the nethermancer’s Undead Struggle talent.
After the lumberjacks were released they explained that after they were defeated and bound together by a rope connecting their necks, the lumberjacks and their horse were led to this site, taking some of the tools for harvesting lumber with them. On the way, the horse kicked out and hit one of the cadaver men in the head. Te cadaver man few into a rage and killed Geleem, but their captor, a troll, somehow managed to stop the cadaver man from killing them all by commanding the cadaver man in a booming voice. He then slit Geleem’s throat, collected the dead human’s blood, opened his chest, and ripped out some of Geleem’s organs. After that incident, the cadaver mens’ hands were bandaged, presumably so they would not accidentally kill the captives again. Arriving at the current location, the captives were bound, and the troll went into the cave. After some time, he returned and took Tartuk and the horse. The heroes needed not to hear more and they proceeded to the cave.
The windling thief went first and was luckily able to spot a trap and barely disable it before the others triggered it. For a while they delved deeper until they came come upon dim light at the end of the tunnel, which widened into a cave: In the light of torches on stands and stuck into crevices in the walls, you see the tall figure of a troll clad in piecemeal metal armor. His already impressive frame is brought to nine feet tall by the horns protruding from his head, and he whispers in a tongue unknown to you as his long arms weave complex patterns over the cavern floor. No, not the cavern floor. It seems an indentation is filled with… blood… and the carcass of a horse is lying next to it. You notice the blood’s coppery smell, and the surface of the pool of blood glistens red. It almost appears as if something is moving in there, causing ripples. So they finally encounter the BBEG and his monstrous construct Tartuk whose face is no more than a twisted façade now, and from his elbows, axes protrude instead of forearms and hands. As he walks out of the pool, you realize his legs have been replaced with those of a horse, and hooves clack on the cavern floor.
The battle was fierce as the beastmaster took the most of the heavy beating. The windling tried to inflict damage to the troll, but the troll’s armor negated most of the hits. Swordmaster did a good solid job inflicting damage to both, Troll Ladras and Tartuk. When the battle was over, the heroes and lumberjacks had a debate should the troll be killed, but eventually they decided that he should be taken to Tsennan to answer his crimes. Nethermancer knew, that if the Troll was powerful enough to raise cadaver men by himself it would have wiped the floor with the heroes. There was something more powerful behind all this… (the picture is from Kratas: The City of Thieves)
So we concluded the demo. Everybody seemed to enjoy the system and had good time. The adventure was overall really a basic what have we here *gasp and then a cliffhanger sort of story and it provided everything necessary to try the game. The system was quite quick to learn and there wasn’t anything negative about it. I have liked the previous editions of Earthdawn very much and I like the third edition as well. I’m more than pleased to say my players that if we wish to play Earthdawn 3rd in the future, I’ll be more than happy to gamemaster that also.