This is the session report for the third session in the fourth year of our Cha'alt campaign. This entire year-long season is called "The Ruin of A'agrybah" for reasons that, I hope, will become increasingly obvious as the campaign continues.
We had the return of Ug, Tinker's player decided to switch things up and go back to his original character, Ta'al, that had taken a side-quest to Hell in order to pursue personal goals (and upon my suggestion is going to play a completely different character each session, at least that's the plan), and then we had a longstanding player return to the table as he's been unavailable for the first couple of sessions in 2026.
His character is Strum the Terrible, a human sorcerer who works his magic by playing the ukulele which he calls Princess Uka-Leia. And he's from A'agrybah. The rest shall be revealed throughout play, which is something I very much support... yet also requires a fair amount of prodding, as it's human to forget that unfinished works that work perfectly fine as they are must be maintained via continuing to build them up, incrementally.
Ug and Ta'al woke up when Strum stumbled into the cave they were sleeping in, realizing that their priest, sorcerer, and servant Flen were missing. Knowing that it would be foolish to continue without any magic support, they decided to join forces and explore the rest of these caves and tunnels.
Ug's wrist communicator started beeping as he had the most bars, alerting him to the list of names for those nominated for ritual sacrifice on the saba'ath. Everyone rolled and it was Deacon Elijah Crane whose name appeared. I explained that if your name is called, you must appear before the priests of A'agrybah. Once you show up on the saba'ath, it's a bit like jury duty. Not everyone who is compelled to appear will be sacrificed, and there is a way to either talk and/or buy your way out of being sacrificed. However, if you don't show up at all, the priests issue an arrest warrant and you will most definitely be on the chopping block the following saba'ath.
Heading out, they felt hungry and thirsty, all their water gone. There was a root growing down from the ceiling of a tunnel. It was dripping a milky substance which the adventurers drank and spent about a half-hour filling up their canteens. Luckily, no wandering monsters appeared.
Continuing on, they noticed some chartreuse shadows dancing on the cave walls up ahead. A humanoid, his hands coated with zoth, walked towards them, not paying attention as he was conducting magical energy back and forth from his palms.
Ug stepped aside, Ta'al tackled him by jumping on his back, then missed with Advantage, and the zoth-handed dude attacked, but critically-failed and blew himself back into the cave wall, disoriented. Meanwhile, Ta'al tumbled away pretending to be a completely different infernal-elf who helped him up and asked if he was ok.
The PCs found out that someone had recently killed a lesser-spawn and there was zoth all over the place, which attracted a whole bunch of people. This guy with zoth all over his hands was not a sorcerer, but there was a sorcerer grabbing zoth. So, they investigated and found it to be true.
They saw a guy submerging his daggers into zoth, another guy sitting in the zoth playing with it like he was in a kiddie pool, and a sorcerer standing by a hovering platform containing a half-dozen storage-cubes full of zoth. As the PCs introduced themselves, he showed them his power by blasting a bullseye on the other side of this massive cavern with just his finger. The sorcerer's name was Zarta'ak, and he was looking to build an army to take over these caves.
Ta'al convinced him that they should team-up, return to the city, and rob the first national bank of A'agrybah. Zarta'ak didn't hate the idea, and so the four of them continued exploring with Zarta'ak leading from the rear. But not before taking advantage of the zoth, bathing their weapons in it, and taking some in a canteen to fuel spells or whatnot later.
Up a little ways and to the left, they saw a long cave that, when they got just a little ways through, turned them around so they were immediately walking back out of the cave they were trying to enter, like a glitch in the matrix. Magic was afoot. They tried some stuff to no avail, then Zarta'ak suggested they searched around. They found an infernal-glyph that read "spill the blood." Ta'al pricked his finger and stuck it into the invisible cave barrier. The blood was absorbed by the magic wall and created a small hole.
Moments later, the PCs grabbed the guy splashing zoth on himself and stabbed him repeatedly before throwing him into the barrier, which dissolved, killing the guy in the process. Now able to fully explore the long cave, they went in and saw a race of tall, thin humanoids, gesturing in prayer or ritual, carved into the back wall in bas-relief. It was undetermined if these were actually stone people, people turned to stone, or simply artistic representations of people chiseled into the wall. But each one had an orange crystal giving off fuchsia and chartreuse energy in the middle of their forehead like a third eye. There were 9 crystals total, and a bunch of ancient glyphs on nearby walls telling the tale of Sarna'ath...
The sarna'athians were an almost forgotten race, the essence of their empire imprisoned within the stone wall bas-relief, specifically the crystals. Their realm was conquered and the people of Sarna'ath slaughtered or enslaved... their god, Ba'al-Yigura'ath, a Great Old One that crawled upon the surface of Cha'alt thousands of years ago, denigrated by the conquerors. A further message read that whoever would submerge their ultra-telluric crystals in zoth shall spread vengeance to the descendants of those who conquered their race.
Ta'al wanted no part of it, but Ug took 2 of the tangerine, fuchsia, and chartreuse third-eye crystals, Strum took 3, and Zarta'ak took the remaining 4. They realized that any revenge taken by dipping these crystals in zoth might come back to bite them in the ass, as they might be descended from the people who conquered Sarna'ath.
Since there was a moment to take a breath, I thought why not take a suggestion from the black skull and see how that plays out. It was something that either Elijah Crane or Lanar's player had come up with since none of the three seated claimed to have written it. It was a swarm of undead pixie fairies coming at them. So, that's what happened. Zarta'ak cast a fireball which burned most of them up while the others attacked and took some damage. Eventually, the undead pixie-fairies were defeated.
Oh, and Ug took the ashes from an undead pixie-fairy and sprinkled them over a zoth puddle, creating a zoth-fairy named Arizona (because he rose like a phoenix) who followed Ug as a father-figure.
Checking out the tunnel and cave to the right, they saw a Lovecraftian monstrosity known as a veil-shredder eating reality, a side-effect was that it created a portal. On the other side of this dimensional gateway was purple sand, water as vast as the desert, and blue sky (although, now that I've had time to think about it, I think the sky over the purple islands should also be purple... it just makes sense). Some other tentacled creature was on the other side, menacing a chain-gang of slaves, a couple droids taking the slaves somewhere, and a barbarian with a sword emanating cosmic fire.
The PCs jumped through to steal the slaves, but then got attacked by the creature. A whole big melee ensued... Strum's player stimulated the GRINDHOUSE EXPLOITATION Cha'alt X-Card, and I determined that due to the circumstances, the droids changed their protocol to murder-bots. Their arm transformed into chainsaws as they now attacked the slaves and PCs. But that gave Strum a chance to reroll his fireball spell which turned out better than a critical-failure.
Eventually, the creature was killed, one droid destroyed, the barbarian killed, and the slaves were now with the PCs. Ug's player then stimulated the HUMOR Cha'alt X-Card and Ta'al's player had a suggestion that the droid was like the Terminator - various lines from Arnold were said as its robot hand reached for them before it was destroyed. Ta'al took the droid's hand in case he could cause some kind of A.I. revolution down the road.
After the battle, the dark-elf went back through the portal to retrieve the fallen barbarian's cosmic-fire bastard sword. Before leaving the area, that, too, was submerged in a pool of zoth. Also, I rolled on the personality table because magic sword from the purple islands are sentient. Curiosity was the result, so I roleplayed the sword as one curious bastard, always asking questions.
Three of the slaves were female, Tasha (blonde), Lela (red-head), and Storm (brunette), and the fourth was a male dark-elf named Grenthal. They were going to be sacrificed at a festival on one of the purple islands when the shadow-moon was at its zenith. The PCs freed them from their chains, but not necessarily from their obligations to the adventurers. After some celebratory fun time, they continued exploring the caves and tunnels. I half-expected them to search more of the purple islands, but they were invested here. Oh, and Zarta'ak stayed behind on the purple islands with his zoth to make a new life for himself. We'll see if he returns in a later session.
A bit later, the PCs found a couple of genocidal gemstone warriors fighting to the death, a green sorceress and red warrior. They watched the battle, routing for the green woman. After a quick roll to determine victory, the red warrior bested her. Her spirit returned to energy back inside the green gemstone. The red guy let Ta'al keep the green gem as the red gem warrior walked with them in case that way led to more genocidal gemstone warriors, as there can be only one!
Pretty soon, they came to another massive cavern containing a gargantuan cave-crab. They heard screams from afar, and watched close as the crab used its pinchers and mouth to kill several humanoids. Realizing there wasn't another way out of there, Strum decided to use the rest of Ug's canteen and gourd of zoth to power a mass-invisibility spell.
As this was an expansive use of sorcery fueled by an alternative energy source, I had Strum's player roll on the Fuchsia Shadow spell side-effect table and he got a 74. Reading it, magical swords nearby became possessed by the spirit of Venger Satanis, mixed with curiosity, I suppose. Lol, so that happened.
As they moved through the cave to safety and a nearby tunnel in order to explore the rest of this area, the giant crab could smell them. Out of their entire entourage, the person who rolled lowest was the blonde Tasha. But I rolled a 2 on the crab's attack and she managed to jump out of the way of its death-claw.
At that point we only had 10-minutes or so before it was time to go, so we ended it there and went to the XP phase of the session. The players recounted their exploits in terms of profession, loot, making an impression on the world, and personal goals.
The benefit of this system over what I had been doing, simply leveling the PCs after 2 sessions, is the players discuss what was accomplished, what transpired, and gaps in their "adventuring lifestyle" are then revealed. In our case, everyone needs to come up with additional personal goals - especially Ug, who again fell short in that area, but made up for it by being awarded the 5th quadrant for MVP of that session.
As the GM, I'm ok with requiring PC goals, and not just in terms of XP. If I can tell players they have to choose a character class, I can also tell them they have to come up with an aim, something they want to achieve in life, because that's part of a player-character... but you get better cooperation with honey than vinegar, so I'll incentivize the addition of personal motivations. Maybe something as simple as a point of Divine Favor for each goal chosen and pursued. Of course, there's always the threat of a stick, rather than the carrot. I could say that 3rd level "feats" won't be offered until goals are solidified. I don't think that will be necessary, though.
It's all a means to an end. Having and trying to achieve personal goals adds to the roleplaying experience, which improves immersion, and that leads to a little something I've been talking about these last few years... PSYCHOCOSM.
Immersion, I've come to understand, is a process. It's value is not the raw act of being immersed itself, but what that state of being surrounded by and absorbed with confers. Similar to the adventure, it's actually like dipping or submerging one's hand or weapon or what-have-you in zoth. Immersing something in that glowing chartreuse awesomeness is not actually the end goal, there's another level, and that is the transformation of something base, ordinary, or mundane into something magical.
In the same way, feeling immersed in a roleplaying game is awesome, but the reason why it's awesome is because of the final result, our imagination believes, perhaps only for a few moments or an entire lifetime, that what is happening at the table is actually happening, albeit in a separate reality... (the "shared imaginary space," which is what defines roleplaying games) going from the subjective to objective, we treat it as though it were real. Like when you watch a movie, you're transported to another world, for a time, where those characters in that location doing those things is taking place.
This is what PSYCHOCOSM is all about, the blending or blurring of lines between the real world and the imagined world. That magical transformation is the final achievement of roleplaying games which most people aren't even consciously aware of, yet many recognize that feeling when they're experiencing it.
If I may extend the analogy, immersion is like the physical act of having sex. As the GM, RPG ruleset, campaign setting and adventure designer, players, tools like house-rules, dice, etc. those are all the things that lead to sex.
Playing at the table, actual roleplaying, and the goal of being immersed are the sexual positions, logistics, sucking, fucking, thrusting, and all that. But the orgasm itself is the ultimate purpose. Don't get me wrong, all the rest of the stuff is awesome, too, but there's a reason why it's called the climax... sex without orgasm, like immersion without PSYCHOCOSM, just isn't the same.
Going a bit further, sex done "right," or perhaps I should say "in a certain way," can produce a child. For some, that is the end-end-goal... for others that's a (happy) accident or byproduct. It's a reminder that artistic creation and participation in that process can have lasting... reverberations.
Of course, we can't just point at one thing, such as personal goals, and say that's the road leading us to immersion and eventually, God willing, PSYCHOCOSM. It also has to do with priorities, play-style, table-culture, meaningful choices, description and narration, player engagement, vibes, etc... which is why I try to run Cha'alt as an open-world, fiction-first, storygame-adjacent, rules-light, theater of the mind, improvisational kind of campaign setting.
Ok, that was a Hell of a tangent. Hey, that's why I have a blog, right?
All in all, a very productive and enjoyable session. Next game should be Saturday, March 7th and then two weeks from then is GaryCon and I don't yet know how that scheduling is going to shake out. Speaking of GaryCon, I hope to see some of you guys there next month. If you see me, feel free to say hi. Let's get a picture together! And, yes, I'll autograph whatever... even your girlfriend's rockin' tits. ;)
Thanks for reading,
VS
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