Our session started off with some book keeping, with a lot of conversation about alchemy and potions and formulae. It's a new wrinkle for our players so the interested parties want to make sure they're getting everything right. The danger of ACKS is getting lost in the weeds. It's an eternal battle.
Once we got down to business, we resolved a meeting with the abbot of a group of monks concerned with constellations and orrery maintenance. We had previously recovered a holy relic that when used in concert with the order's orrery would reveal a secret entrance in the subterranean temple. The conversation was primarily about how much the monk would pay us for the artifact, for access to the temple, and other transactional behavior, leading to the departure of my Lawful Nobiran Wonderworker from the party.
I missed whatever terms they eventually hashed out while I was rolling a Neutral Elven Spellsword, but when I joined back up we were in the temple with the abbot, who used the Sextant of Naurivus to open the secret passage. It revealed a chamber with some books on constellations, maintenance instructions for the orrery, and a map leading to the next of three total temples like this one.
There was more research to be done with the discovered material but that would take more than session time so I committed to that for downtime, since the spellsword is essentially a fighter/mage. We had session time left and a treasure map that wasn't too far away so we thought to cap off the day with a little score.
The map led us to a rocky outcropping near a waterway. There was an entrance leading underground that we wriggled into. A workshop filled with mechanisms and traps awaited us. Some cleverness and luck got us through, avoiding a rushing water trap and portcullis to trap us there. When we exited with a little treasure, there were bandits occupying our base camp and menacing our hireling wagon drivers.
Fortunately, it turned out that Guygiss knew them from a past life. We learned they had worked for the wererat lieutenant Jenner that the party had killed some time back and were rudderless without his guidance. So bandits do what bandits do. They were using the spot to lure folks in, trap them, then kill them and take their stuff. Probably put the map out as part of the trap.
Guygiss convinced their leader to join up as his henchman and we were invited back to their camp. The rest of us were pretty suspicious and when our escort started trying to make space as if to fight or take cover, my new spellsword Vylas sprung into action, shouting "ambush" to warn the others and killing the nearest bandit to him. The fight was short and one-sided, with the adventurers suffering no harm and all but Guygiss's new friend Brutus dead. There wasn't even an additional ambush! These handful of gomers thought they'd catch us off guard I guess?
Brutus said there were ten or so bandits back and camp, but he'd get us by their sentries and help us subdue them to show his loyalty to Guygiss. Duplicity and magic defeated the remaining bandits, which we captured to turn in for bounties. We confiscated their wagon and loaded up our own with prisoners and loot and trundled back to town, fat and happy to have robbed the robbers.
Musings:
You've got to know when to fold 'em. I find myself at odds with murderhobos and cutthroats pretty often, but there are two friction points there and the distinction is important.
The one is character behavior in line with their role. The thief is gonna steal, the mercenary is gonna work for the highest bidder, and the necromancer is gonna raise the fallen to fight for him. These are things that happen in the game, driven by the characters' roles, and if there's friction over them, there should be. It can lead to interesting play as a result. My characters tend to clash with those characters, but it's all part of the game.
The other is more of a meta approach to the game itself, which I attribute to a combination of the influence that video games have had on player behavior and the gp for xp conversion of games like ACKS and AD&D. When the focus of play is the ROI of every action taken, then it's no longer about the interactions themselves but only how big a reward you're gonna get for the quest you completed. You're playing a video game at that point, identifying the reward system and maximizing the output. You're a stealth archer in Morrowind.
I say all this only to point out why I retired my uber-Lawful Nobiran Wonderworker, a half mage, half priest character unique to ACKS. If there's friction between characters, then the characters can work through that, as we had been doing to this point with Caldor the Nobiran as the party's kind of conscience balanced by the self-serving Neutrals. If there's friction between players, then that's lame.
Dunder Moose once called me the "fun police" after noting my penchant for playing the straight man style characters. I can't really argue with that. But that's all in character. I'm not trying to police anyone's fun as a player and it's easy enough to adapt to the game the other players want to play. If we're out here tryna ding, then so be it. It's all just an excuse to hang out with our friends anyway.