Wednesday, August 26, 2020

Scarlet Heroes, Kishani and Session Zero

I've been using Scarlet Heroes a lot. A lot, a lot. So much so, I wonder why I haven't actually gamed in the setting. Khadiya and Harmony are still being written, but I wanted to get this idea on paper. What I find most intriguing is how Scarlet Heroes handles elves. Specifically, there are exactly 100,000 of them. Then there are the Scions who are elves that end up reincarnating in human bodies. They lose the ability to use magic but gain a different set of abilities. The class I chose is the Gloom Stalker from Xanathar's Guide to Everything, backported via Old School Essentials Advanced Fantasy to Simple World.

Taming the Westmark

Genre : Fantasy

Size : The Domain of Ektau

The Westmark remains largely empty, much as it has since the Ravaging almost two centuries past. Dead cities and ashen villages stand in silent memorial of that great overthrow, waiting for those souls brave enough to reclaim what their ancestors lost in fire and screams. There is no law in the Westmark beyond the strength of a man’s sword arm, and the empty land attracts many who desire a new life, or the opportunity to prey on those who do.

Shade in Summer Enclave

Heretical Strife

Enemies Clerically-empowered heretic priest, Corrupt traditionalist priest

Friends Venerable local theologian, Local seeking help for a newly-zealous relative

Complications The traditional faith is corrupted and enfeebled

Things Jeweled holy relics, Magical artifact empowered by local faith

Places Isolated shrine outside the settlement, Secret meeting of believers

Court Type Tong

Mhek Shade in Summer, Honored Sage, spy from Tien Lung

Kishgadan Shade in Summer, Elder Brother, uses Rendak to inflate his reputation

Halai Shade in Summer, Allied Merchant, attracted to Calai, Caretaker of the Meeting Hall

Thyrna Geirbjornsdottir, "Kishani Shade in Summer"

Elven Scion Gloom Stalker (archery, stalking, wyrd abilities)

Haunting amber eyes with braided golden auburn hair, her unnatural, ageless spirit marks her compact form. Kishani wears plain traveling clothes of walnut and beige covered by a pine green gambeson. An elven soul born in a human body. A changeling. Something to be distrusted. The years passed by, and Kishani grew more distant from Skandr society; eventually, she spent more time in the forests of the Westmark reminiscing about her past incarnations. That was where she found solace, a small tribe that understood her turmoil, her Creed: to be the Shade in Summer, a shield in the heat of battle, shelter in times of turmoil.

+2 Dexterity

+1 Charisma*, Wisdom

+0 Constitution, Strength*

-1 Intelligence

Archer in a Past Life : When you do something related to archery, add +1.

Umbral Sight : You have the ability to see in darkness.

Wyrd Things Happen : You have the ability to pull dreams into reality. It counts as a basic move using Charisma.

Scion Wyrds Known : solipsistic forge, walker in dreams

Gear : dagger (1-harm, hand), explorer's pack, gambeson, glass eye, handaxe (1-harm, hand), hunting trap, longbow (1-harm, 3 ammo, near, reload), necklace of black bear claws, staff, traveler's clothes, 10 gold

[:45] [:30] [:15] [:10] [:05] [--:--]

XP [ ] [ ] [ ] [ ] [ ]

Tuesday, August 25, 2020

Khadiya and the Giant of Yrkala

GM Note : Using the Cinderheim Adventure Generator for the pilot session. "A mutated brute is trying to colonize a precarious pleasure palace." Oooook, this should be interesting. Definitely sounds like an urban adventure which I've never tried via Scarlet Heroes, so, why not?

"A location is struck by a fire, riot... basically a calamity."

Location : brothel, disaster : hostile takeover. Actors : cynical investigator, exquisite dancer, puzzled foreigner. Threat level : 5.

Khadiya VP : 0, Naazim VP : 0

Conflict scene : Support an Actor working against Naazim. Fight Difficulty : 11 

The rounded sandstone buildings provide very little shade from the burning sun. Its solar barbs outstretched and reaching toward the world below. The skies are clear, but the desert wind brings the sting of sand on bare skin and the muffled sounds of a struggle. The Chattel Market, normally busy with people, is remarkably empty. Khadiya sees a small man, dark haired and dressed in grey trousers with red vest, being attacked by a figure clad in scale armor made of horn. The large figure wears a blood red mask over its face and wields a savage blade of sharp obsidian embedded in hard wood, raised over head to chop the smaller man.

Khadiya pulls her beech wand from her sash, her right hand upright. A black lizard skinned book materializes, cradled by the air above her upheld hand. Silver lined parchment flips to the page upon which The Emir's Decree is written in azure ink. She reads the incantation, tracing a sigil in the air with the coffee colored wand. A blue mandala forms in the air, its color mirroring the words inscribed in the book.

"Hold!" Khadiya shouts.

Khadiya rolls +INT to cast Command on the armored figure : 6.

The obsidian edge of the macuahuitl comes down on the smaller man's leg, slicing down into the bone. The larger figure's mask turns in Khadiya's direction, the demonic face bearing a wide grin. It strides past the small man and heaves the heavy wood and stone weapon over his shoulder as it prepares to swing the weapon.

The book evaporates back to the ether, and Khadiya reaches back, grasping air. She hurls her open fist toward the approaching figure. A searing beam of blue light lances towards it.

Khadiya rolls +CHA to attack with Eldritch Blast : 13 and inflicts 2-harm.

The bolt scorches along the bone scales and breach through the eyes of the mask. The swing falls short, and the weapon digs a furrow in the sand. One hand comes up to its face as it screams in pain.

"No one will stop Naazim the Heavy Handed. I will make sure of it!" The voice behind the mask is deep and primal. It lurches forward, awkwardly chopping at Khadiya with one hand.

Khadiya rolls +CHA to attack with another Eldritch Blast : 11 and inflicts 2-harm.

Half blinded and wielding its massive weapon in one hand, Khadiya sidesteps the blow and hurls another energetic beam. The beam slices a burning path across the arm holding the macuahuitl. Fabric melts away and its skin begins to blacken and char.

The figure howls with rage and grabs the macuahuitl in both hands. The mask bears a burned scar from its jaw up to its eye. Beneath the mask, burnt skin peeks through. It swings the weapon back and slashes heavily at Khadiya.

Khadiya rolls +CHA and attacks with an Eldritch Blast : 12 and inflicts 2-harm. Blessing of Yrkali adds two to her Harm track.

Khadiya drops into a crouch, and the weapon slashes the air above her. Rising, her hand sweeps upward and the bolt of energy traces a line from inside its thigh up toward its face. Another scream as the mask separates and falls in half, the flesh beneath burned beyond recognition. The figure lands on the ground with a heavy sound.

"Should Yrkali take you, you will be reborn and fight again."

Khadiya VP : 1, Naazim VP : 0

She walks toward the groaning man and kneels down to inspect the wound. The man attempts to crawl backward. Instead, he screams in pain when he tries to use his wounded leg.

"You're a sorcerer!" he screams, panicked.

"The one that saved your life," she coolly responds. "I can try to treat this, or you can die."

He keeps his mouth shut, staring up at Khadiya with disbelief.

"Your choice," she says.

Khadiya rolls +WIS attempting to treat the wound, and marks XP : 4.

He nods. "I am Amal," he says then screams in further pain. "What are you doing?! I thought you said you would treat this!"

"I said I could try. At least you're not going to die of blood loss. Infection? Maybe."

"In... fection?"

"You'll need to see a surgeon, I'm afraid. This is beyond my ability to treat."

"A surgeon? They could take my leg."

"They could. They could also save it," Khadiya turns to leave.

"Wait! Aren't you going to help me?!"

"I already have."

Investigation Scene : Infiltrate a location where the activities relate to a clue.

The pens are located near The Chattel Market. After the sudden attack by the armored figure, Khadiya understands why the streets are vacant. Curiously, so are the pens. The Market is where people can often be purchased after a successful raid or taken in as indentured service. The lucky ones, if they can be called that, are inducted into Hamada's army. Of all the rulers, Lady Hamada is, perhaps, the most patient and thoughtful.

"Naazim took the pretty ones away," a gruff voice says.

"Pretty?" asks a nasal voice. "Everyone in the pens was dirt covered and scrawny. None of them seemed strong enough to even take up a knife!"

Khadiya rolls +DEX to sneak closer to eavesdrop on the conversation and marks XP : 11.

"You know how messy power struggles can be. Look what happened when Naazim first took over. Now he wants a share of the market."

"I guess. I wouldn't want that kind of power anyway. Taking care of the gang and all our needs?"

"And wants."

"Yeah, that, too."

The voices fade into the distance as the pair walk away discussing money and how best to spend it.

Khadiya VP : 2, Naazim VP : 0

Action Scene : Plunder needed resources for the plan.

Khadiya follows behind the two men, unable to overhear the rest of their conversation but close enough to follow them. The two stop at another pen and kick at the door.

"Get up! You're not a pretty one, so let's see how well you fight!"

"But I'm not a fighter!" a voice pleads from inside the pen.

"Well, that's a shame. You're up against Nasir, and he's got a lot of fighting experience."

Khadiya rolls +INT to cast Burning Hands : 9.

Khadiya raises both hands to her shoulder. The grimoire materializes in the air in front of her. Against the wind, the pages turn and open to Conduit of the Scorching Sun. She reads the blue sigils etched upon the parchment, her hands come together, fingers splayed out like a fan. Flames erupt from her fingers and the two men scream as their clothing turns to ash and skin begins to blister under the weight of searing heat. Khadiya steps closer and focuses the fire on her victims until charred bones start to show beneath the burning skin.

A series of slow claps sound from Khadiya. "It's been a while since I faced a sorcerer."

Khadiya turns and sees a muscular man, bare chested with mud colored trousers. His head is shaved. He seems to have no weapons. The man cracks his knuckles and confidently walks toward Khadiya.

"Let's see what you'll be worth," he says, charging forward and punching at Khadiya.

Khadiya rolls +CHA to use Eldritch Blast : 6 and 1-harm received.

Her hand reaches back to draw arcane energy into a bolt, but Nasir is faster. His fist impacts near her diaphragm, forcing the breath from her. He smiles and pulls back his other fist with another attack.

Khadiya rolls +CHA to use Eldritch Blast : 9, 2-harm inflicted and 1-harm received. Borrowed Time expires.

The fist strikes Khadiya across her cheek, causing her head to snap back. She falls back a couple of steps against one of the pens. Khadiya pushes away from the pen and swings her fist at Nasir, energy crackling around her hand. The bolt leaps from Khadiya into Nasir's chest. His skin turns an angry red.

Nasir grimaces but remains quiet in spite of the burning heat. His eyes narrow, and he charges at Khadiya for a tackle.

Khadiya rolls +CHA to use Eldritch Blast : 9, 2-harm inflicted and 1-harm received.

The tackle catches Khadiya by surprise and drives her back against the pen with another outrush of air. She grunts from the impact, her eyes burning with unnatural light. Her hands grasp both sides of Nasir's head, and she channels the eldritch bolt between them. Nasir shrieks as elemental energy pours into his skull and the bones of his face crack beneath the heat. He collapses to the ground of the fighting pit, tendrils of smoke drifting lazily on the wind.

Khadiya VP : 4, Naazim VP : 0

Khadiya walks over to the burnt corpses in front of the pens and searches for the key. The man inside is thin, bookish with sandy hair and emerald eyes. His clothing looks rich and foreign. She uses the key to unlock the pen.

"Thank you," he hurriedly and hoarsely says. "I don't even know why I'm here."

"You are new to Hygaea," she states, either explanation or observation.

"Yes," he replies.

"The only why is because you allowed yourself to be caught."

"My caravan was raided, and I awoke locked inside a cart. You said this was Hy-" his voice trails off questioningly.

"Hygaea."

"Hygaea," he says, disbelieving, as if she were mocking him. "Hygaea was destroyed."

"Was?" Khadiya asks, pointedly looking around her.

"This can not be. I must return home."

"You are," she replies.

"No, I must return t-"

"There is no return. Head any direction you like, you will find only desert."

"The desert must end somewhere."

"Does it?" Khadiya shrugs and turns back the way she had come. "If it does, none have returned to say so."

"Wait! What am I supposed to do?"

"Not get sold," she shouts over her shoulder.

Investigation Scene : Ambush an Actor who holds a clue.

Walking away from the fighting pits, Khadiya passes the pens once more. A lone figure walks by each pen and checks their condition. The man is dressed in simple lizard skin, short black hair and a sword that swings by his hip. He tugs on each door when he passes by. Each door as solid as the one before.

Khadiya rolls +DEX to sneak up on the man to get a clear shot : 5.

Khadiya sets a bolt in her crossbow and stalks forward. Not as quiet as she preferred, the man notices her approach. His sword comes free of its scabbard, and he marches towards her.

"What are you doing?" he shouts.

Khadiya rolls +DEX to fire the bolt : 8, 2-harm inflicted.

The bolt flies towards the man and pierces the leather armor near his shoulder. He jerks from the impact and snarls, his feet kicking up sand as he charges at Khadiya, sword held in one hand and raised to stab.

Khadiya rolls +CHA to strike him with an eldritch bolt : 8, 2-harm inflicted and 1-harm received.

Khadiya drops the crossbow and readies herself to receive the charge. Her hand crackles with energy. At his approach, she shoves her hand outward and unleashes a torrent of energy into him. The leather darkens, and his skin blisters. The bolt cuts down her assailant but not before his momentum carries his thrust against her side. The blade tears open a light wound in her arm; she gasps from the sudden cut.

Her bruises and the fresh cut will need to be tended to. She takes a few minutes to rest, dressing the cut on her arm. With that done, she searches the corpse for a key. He seemed to have been a jailer or custodian. Instead, she finds a hastily scribbled note :

"Bring the valuables you find to the brothel for sorting. We'll separate what's sellable from what's useable and what's worthless there. It will be our new base of power."

Power? Khadiya scoffs. Lady Hamada might have something to say about that. Yrkala was hers by combat, and she had an army behind her that supported her cause. These intruders may have started a fight they couldn't win. But if Khadiya could prevent the fight from ever starting...

Khadiya VP : 5, Naazim VP : 1.

Action Scene : Pass incriminating evidence to an Actor who can make sure important people learn of the evidence.

GM Note : Convenient...

Khadiya heads towards the brothel in The Chattel Market. Not nearly as upscale as the ones toward the city center, but this was visited by the ones who could barely afford to live beyond The Market. Passing a dirt intersection, the wind still kicking up abrasive sand, Khadiya barely heard the sound of footsteps behind her.

"Causing trouble?" a figure asks. Dressed in tans and browns, he wears a mask over his face, hood to cover his head and soft soled boots. His voice was not so easily masked. Mahdi was one of Hamada's Ghostwise, a scout that, by all rights, should have been able to sneak up on her.

"Me?" she asks. "Preventing, more like." Khadiya hands the scrawled note to him. "The streets are empty, Mahdi. There's an underground struggle taking place under your nose."

"I'm not city folk," Mahdi concedes. "I'm off in the desert most days. Care to tell the tale?"

Khadiya explains what she's learned so far about Naazim, The Market and the brothel. Mahdi nods, listening attentively. He takes another steady look around The Chattel Market as if seeing it for the first time. He nods to himself and turns back to Khadiya.

"I will see this delivered to Lady Hamada," he says, holding up the note. "You're sure you want to do this?"

"Or do what?" asks Khadiya. "Much as I dislike this power, I can put it to use, and Yrkala has become my home."

Mahdi shakes his head, she thinks she sees a smile in his eyes. "A sorcerer with morals. Wonders never cease."

Khadiya narrows her eyes and continues to the brothel.

Khadiya VP : 7, Naazim VP : 1.

Investigation Scene : An allied Actor can get you a clue at personal risk. Skill test to assist.

"Hey!" a hoarse voice whispers. "Over here!"

Khadiya stops near the brothel and looks toward the sandy alley where the voice had come from. The round sandstone building provides shelter for the thin man with emerald eyes. The two floors offering just enough height to create shade from the sun. She crosses the distance and stands in front of him, one fist on her hip.

"What are you doing here?" she asks forcefully.

"Where am I going to go?" he responds. "I don't even know where here is!"

"I told you where here was, but I want to know what you are doing here," Khadiya says, pointing at the ground in front of her feet.

"Maybe I don't like being abducted and want to pay them back. Look, I can help you get in. Unless you got a key, I doubt they're going to invite you in. You help me pay them back; I help you get inside. Easy, right?"

"What do you need me to do?"

"If you can climb up there," he points to the roof, "you can get in through the second floor."

"Me?" she asks. "What are you going to do?"

"If you swear to do this, I will be the bait."

"The what?"

"You'll see. Just make sure you save me, alright?"

"I think your idea of self-preservation is a little off but alright."

Khadiya rolls +INT to cast Spider Climb on herself : 10.

Khadiya approaches the wall as the man exits the alley and heads to the front of the building. Her hand opens, the book appears and turns itself to Embody the Spider's Walk. She performs the incantation, the mandala flares to life and breaks into four glowing rings of runes. Two rings attach to her wrists, spinning a lazy circle. The other two slide around her ankles.

Not troubled by the vertical surface, Khadiya walks along the wall as if it were any other floor. Nearing a window on the second floor, she crouches beside it and peers in. The room is extravagant compared to the rest of The Chattel Market. A bed that actually seems comfortable. Soft pillows. A burgundy rug with an intricate pattern traced in gold. And a tanned woman with wavy black hair. Blue bedlah lined in silver with a similar blue sirwal.

Khadiya rolls +DEX to sneak into the room and marks XP : 3.

Not much of a thief, Khadiya's foot scrapes loudly against the sandstone as she enters. The dark haired woman turns, startled, and sees Khadiya coming through her window while crawling on the ceiling. She lets out a scream. Almost instantly, a guard outside the door bursts in.

"What's go-" the guards words catch in his throat, turning toward the window that the dancer is pointing at. "How?"

Khadiya rolls +CHA and shoots the guard with an eldritch bolt : 11 and 2-harm inflicted.

His hestitation is all she needs. Kneeling on the ceiling, her hand flings a bolt of energy at the guard. It strikes him in the sternum and sends the guard into the wall. Her knees and toes release, and Khadiya lands on the floor.

"Please don't hurt me," the woman says. "When you came in..." her hand waves to the window.

Khadiya doesn't have the time to determine if she is lying or not. "The guard outside. You're a prisoner?"

The woman nods. "Basilia," she says, tapping her chest. "I dance here, but I think Naazim has other plans for me."

"You have met Naazim?"

"Yes. Unmistakable. He is nearly seven feet tall, large, like an ogre. He looks and sounds like a savage, but there is something in his eyes."

"Where is he now?"

"Downstairs, most likely."

"Wait here," and Khadiya walks out the door.

Khadiya VP : 8, Naazim VP : 1.

Action Scene : Sabotage to prevent the foe from using it.

Khadiya leaves Basilia in the room and takes a quick look outside the door. From the second floor, she can see over the railing down to the first. To her left and right, rooms, likely similar to the one behind her, line the walls. She looks up toward the ceiling, an elegant chandelier, far more valuable than a brothel in this area is likely to afford, sheds light throught the two level room.

Tables have been turned to sorting piles, valuable goods on some, worthless detritus on others. Barking orders down on the first level, a giant man paces and gesticulates, ordering his surrounding crew where particular goods should be placed. Near the front door, the emerald eyed man is talking animatedly with another. That other man in rust colored leather slaps him on the head and pushes him into a chair. The group of men gather at his plight, laughing amongst themselves, their duties momentarily forgotten.

"A perfect distraction, stranger," Khadiya mumbles, looking back at the chandelier.

Khadiya rolls +INT to cast mage hand : 10.

Limbs still encircled by the bands of glowing runes, she walks up the wall and across the ceiling. Her dark wand appears and waves a series of signs in the air, and a mandala opens, a spectral hand emerges from the center. She directs it to the chain preventing the chandelier from falling and takes a hold of it herself.

She counts to three silently then heaves the chandelier, assisted by the summoned hand, and barely pulls the source of light from its cradle. Gravity takes over and the chandelier is pulled from her hands. It falls and crashes on to the group of men beneath her.

Action Scene : Finale.

Naazim turns at the crash, his crew broken beneath the weight of the chandelier. He turns his dark gaze upward and spies Khadiya kneeling on the ceiling. Naazim sneers and walks to the table with valuable goods and rummages through the pile. From her vantage point, Khadiya rains a bolt of blue white light on Naazim.

Khadiya rolls +CHA to attack Naazim with an eldritch blast : 7 and inflicts 2-harm.

The bolt tears into the giant man, scoring a red welt across his shoulder and back. Naazim's back spasm, and he grimaces with a sharp intake of breath. The grimace becomes a grin as his hands find the object of his search : a bow. He turns up to Khadiya, an arrow ready to take flight.

Khadiya rolls +INT to drop to the floor and cast Armor of Agathys : 9, 2-harm received.

The fall from this height sends a shooting pain through her legs, however, she rolls forward to alleviate some of the impact. She comes to her feet and casts Rime Cloak of the Ancient Past, the wand and words summoning another mandala that flares to life then shatters into shimmering shards of ice. Her skin encased in a sheet of pale blue ice. The arrow finds its mark, crystal slivers spray back from Khadiya's shoulder as it deflects the attack. Naazim snarls and charges at her, pulling a sword off the table.

Khadiya rolls +CHA to attack Naazim : 8 and 4-harm inflicted, 1-harm received. Armor of Agathys expires.

Khadiya lances Naazim in the leg, the eldritch bolt slicing into his thigh. Undettered, Naazim swings the sword and strikes Khadiya in the arm. The rime sheathe turns the blow aside, more ice fly from the blow, then the rime cloak shatters. Icy shards swirl around Khadiya in a miniature whirlwind and tear through Naazim's flesh. A multitude of tiny cuts from razor thin edges. Naazim screams and collapses to the floor.

She turns to the man with emerald eyes and simply nods.

"Thank you," he says, "I wasn't sure if you would actually save me."

Khadiya smiles, "You were on the way."

"I see that. Thank you all the same." He gets up from the chair and walks up to Khadiya. "Nevan," he says. "Nevan Ferguson."

"Well, Nevan, let's pray that the rest of your stay is not nearly as eventful as today..."

Khadiya the Branded

Khadiya has flowing black hair and light brown eyes. Her tan skin is marked with white arcane sigils along her arms and back. She wears teal brigandine made of lizard skin and bone over her black sirwal and white tunic. Khadiya carries a pair of daggers, a crossbow and her adventuring pack.

+2 Charisma

+1 Dexterity*, Intelligence

+0 Constitution, Strength

-1 Wisdom*

Borrowed Time : You have the Blessing of Yrkali and, once per day, may increase your Harm track by +CHA when you take a life. The blessing resets at dawn.

Fragments of Forbidden Knowledge : You have the ability to invoke eldritch power. It counts as a basic move using Charisma.

Infernal Grimoire of Yrkali : You possess a spellbook and have the ability to cast spells. It counts as a basic move using Intelligence.

Cantrips Learned : eldritch blast, mage hand

Eldritch Invocations Discovered : devil's sight, thief of five fates

Spells Inscribed Within : Conduit of the Scorching Sun (burning hands), Embody the Spider's Walk (spider climb), Rime Cloak of the Ancient Past (armor of agathys), The Emir's Decree (command)

Gear : adventuring gear (5 uses), arcane focus (beech wand), blanket, common clothes, crossbow (2-harm 3 ammo near reload), daggers (1-harm hand), herbalism kit (4 uses), leather armor (1-armor), rabbit's foot, rations (5 uses), scroll case of arcane research notes (5 uses), 5 gold

[:45] [:30] [:15] [:10] [:05] [--:--] [:--] [:--]

XP [x] [x] [x] [ ] [ ]

Monday, August 24, 2020

Khadiya the Branded, Session Zero

What is this game about?

A sword and sorcery take on 5e D&D. An Athasian feel without being completely Athas, perhaps try Cinderheim again.

What are the stats?

Standard D&D ability scores : assign +2, +1, +1, +0, +0 and -1. For the solo game, the two highlighted stats will be determined by rolling a d6 twice.

Handling classes :

Classes follow Simple World instead of playbooks. Title with three specialties to start.

The Warlock (infernal grimoire, eldritch invocations, fiendish pacts)

The infernal grimoire is to recapture the spirit of spellcasters needing tomes and scrolls instead of having abilities internalized. Also in keeping with the sword and sorcery vibe, there are very few pacts available : fiend and hexblade, for example. The number of spells they know are the only spells in the grimoire and no other can be learned (keeping in line with earlier editions of D&D). Each spell may be cast once per day with the exception of cantrips. A character starts at the equivalent of third level ability.

There are no clerics or paladins in Cinderheim. There are healers, but the gods have left Cinderheim since the cataclysm.

I don't know if I'll actually use a gear list this game, but I've included it in session zero, just in case. I doubt I need much more than noting how much Harm something does or prevents.

Agenda, Principles and Moves :

Will be handled by Simple World first, Dungeon World second.

Khadiya the Branded

Khadiya has flowing black hair and light brown eyes. Her tan skin is marked with white arcane sigils along her arms and back. She wears teal brigandine made of lizard skin and bone over her black sirwal and white tunic. Khadiya carries a pair of daggers, a crossbow and her adventuring pack.

+2 Charisma

+1 Dexterity*, Intelligence

+0 Constitution, Strength

-1 Wisdom*

Blessing of Yrkali : You have the Dark One's Blessing and, once per day, may increase your Harm track by +CHA when you take a life.

Fragments of Forbidden Knowledge : You have the ability to invoke eldritch power. It counts as a basic move using Charisma.

Infernal Grimoire of Yrkali : You possess a spellbook and have the ability to cast spells. It counts as a basic move using Intelligence.

Cantrips Learned : eldritch blast, mage hand

Eldritch Invocations Discovered : devil's sight, thief of five fates

Spells Inscribed Within : armor of agathys, burning hands, command, spider climb

Gear : adventuring gear (5 uses), arcane focus (wand), blanket, common clothes, crossbow (2-harm 3 ammo near reload), daggers (1-harm hand), herbalism kit, leather armor (1-armor), rabbit's foot, rations (5 uses), scroll case of arcane research notes (5 uses), 5 gold

Harmony and White Breath Cave Finale

Re-reading Simple World, it's actually even simpler than the moves and such I had created. I'll lean more toward Simple World as written but keep the moves I made in the event Harmony tries something that isn't quite covered by Simple World. I've also shortened this adventure to more of a five room dungeon so I don't waste time writing about Yet Another Empty Room. Harmony had two encounters previously, so three left.

I'm still in a Simple World mood, but I also have an idea for 5e Mystara Sword and Sorcery. Mystara is still being internally debated, though.

White Breath Cave, Part III

"Ok," Harmony says, stepping up to the kneeling sorcerer. "What is Ghost Eye really doing in the cave? Why does he need laborers?"

Fung clears his throat. "It should have been a simple recovery mission. Get it, get out. But after we cleared the rubble, we came across the traps. The mist is poison; breathing it killed the first few laborers. Then the statue... when a laborer reached for the scroll, it came to life and cut him in two! A vicious beast made of metal. Ghost Eye sent laborers, one after the other, to no avail."

"And you allowed this to happen?" she asks, voice dangerously quiet.

"Well, yes, I ha-"

The jian sings as it whips out of its scabbard. One slice and Fung falls quiet. Blood pours onto the ground, and Harmony cleans the blade before putting it back in its place.

"You lost your soul dealing with sorcery."

One of the other men begins to stir. Harmony glances over her shoulder, saying, "Go back to Willow Bridge. You have a chance at redemption," then walks back towards the trees.

Harmony's meager scouting ability reveals a hidden path leading to the north. She eyes the trail that passes around the hills, deciding that this may shorten the journey. A day later, the cave looms in front of Harmony. Her approach is lined by trees slowly mutating, the leaves curl and wither. The trunks warp and grow bulbous protrusions. Twenty feet from the cave, all vegetation has died. White mist seeps from the cave's mouth and conceals the ground.

Harmony rolls +Thief to search the hall within the cave and marks XP : 10.

The thick mist roils across the floor, reaching up to her knees. Harmony enters the cave and makes her way down into the passageway carved into the rock at an excruciatingly slow pace. The mist nearly conceals everything under her feet, so she takes extra precautions to keep her footing. Her caution is rewarded as she nears a four way intersection; Harmony's eyes catch the briefest glimpse of a pit in the middle of the intersection, a narrow ledge allowing safe passage down each corridor.

Picking a careful path around the pit, Harmony continues toward the right hand passage, the other two entombed beneath rubble that had not yet been cleared by the laborers. The passage takes her through a small series of rooms : a dining hall, a kitchen, sleeping quarters for the lower ranking members of the cult. Then a light catches her eye. Her pace slows even further.

Harmony rolls +Thief to stealthily approach the room and marks XP : 7, reveal an unwelcome truth.

Harmony approaches the doorway and peers in. A lone figure is pacing and talking to himself within a room covered in carvings of demons rampaging across the countryside, other carvings show demons slaughtering people. The eyes of the demons within the carvings seem to watch the figure in his pacing. His black robes are tied by a yellow sash. His head clean shaven but for the well groomed white goatee.

"We've lost all the laborers to that accursed statue," he utters to the carvings. "No matter what we try, the thing kills whoever touches the scroll." He rubs his chin, "Thankfully, it can not get past the treasury."

Harmony looks down the hall then back at the robed figure. She has an idea and slips by the opening. Further down the hall, she finds the vault the man had been ranting about. Lined with torches lit by ghostly blue flames, the entire chamber is covered by tapestries depicting scenes of slaughter. In the center is a suit of ornate armor, its mask the visage of a smiling demon. Its hands hold an equally ornate jian. At its feet is a bamboo scroll, corpses surrounding it with signs of singular cuts.

"Can't leave the vault, hm?" she ponders, pulling her rope and grappling hook from the satchel she carries.

Harmony rolls +Thief to snare the scroll from the vault and marks XP : 7, show signs of an approaching threat.

The grapple sails through the air and lands behind the bamboo scroll. Harmony smiles and begins to draw the scroll towards her. The head of the statue snaps to level an empty gaze at Harmony. She pulls the rope faster, even as she hears footsteps coming down the corridor behind her.

Harmony snatches the scroll from the floor just as Ghost Eye comes into view. The statue runs toward the door with supernatural speed, the jian rising in preparation for an overhead chop.

Harmony rolls +Warrior to tumble forward and push Ghost Eye out of her way : 8, turn their move back on them.

She rolls away from the blade as it crashes into the stone where she stood. The suit emits an infuriated howl. Harmony breaks into a sprint and runs along the wall, using her momentum to spring at Ghost Eye and shoulder past him. Ghost Eye falls back against the wall, his hand flailing out and catching a hold of the scroll. Harmony and Ghost Eye glare at each other, both of them holding one end of the scroll. Ghost Eye's other hand pushes forward to knock Harmony off balance, using the scroll and her as leverage to pry himself off the wall.

Harmony rolls +Warrior to avoid the shove and elbow Ghost Eye : 9. 2 harm inflicted.

Harmony attempts to roll with the shove, her elbow striking Ghost Eye across the temple. He exhales sharply but continues forward, one foot snaking behind Harmony and tripping her to the ground. His free hand comes down toward Harmony's shoulder.

Harmony rolls +Warrior to grapple Ghost Eye with her legs : 8, 2 harm received.

She hisses as the fist impacts her shoulder, the grip on the scroll loosening. Harmony brings up her legs and wraps her legs around Ghost Eye's head. Ghost Eye grabs hold of the scroll with both his hands and pulls.

Harmony rolls +Warrior to grab one of Ghost Eye's arms in an arm bar : 7.

At the expense of losing the scroll to Ghost Eye, both her hands grab one of his arms. Harmony uses her legs and his head as a fulcrum and twists. Ghost Eye's arm locks uncomfortably beneath one of Harmony's knees. He stands in spite of the pain and punches at her leg.

Harmony rolls +Warrior to break the arm : 12. 2 harm inflicted, 2 harm received.

The fist sends pain up Harmony's thigh. Enough of an incentive to end the fight quickly. Using one leg and both hands, she applies as much pressure on Ghost Eye's arm as she can muster. The limb gives way with an audible crack. He screams, relinquishing his hold on the scroll and falls to the floor while cradling his arm gingerly. The animated armor seethes from his view at the doorway, white mist billowing from the nostrils.

Breath heaving, Harmony rises and grabs the scroll from the floor. Her jian comes out of its scabbard as she stalks toward Ghost Eye.

He grimaces and stares up at her, "This is only one part of The Battle Scroll," he grunts.

The jian stabs into the back of Ghost Eye's neck. Harmony pulls the blade free and sends a glare toward the demon statue. It continues to loom in the doorway, its bulk blocking most of the light. Sheathing the jian, she sets the scroll within the satchel and turns back toward Willow Bridge.

GM Note : End of session, Harmony spends her 5 XP to learn a new move. She chooses to learn the technique from The Battle Scroll.

Lin Jingyi, "Harmony"

Harmony's small athletic form wears black cotton trousers and sash with a steel blue cross collar tunic. She has long ebony hair pulled into a tail and mahogany eyes.

Moral Code : somewhat kind, totally focused, somewhat selfish, very honorable, very brave

Descriptors Heart of silver; selfish but just

+2 Warrior

+1 Detective*, Scout, Thief*

+0 Alchemist, Leader, Mystic, Scholar, Sorcerer, Strategist

"Air is as Real as You or Me" : While you have one Qi, you may leap long distances as part of your movement, run on water and move on vertical surfaces.

Final Parry : Spend one Qi, you may destroy your weapon or shield and reduce incoming Harm to 0.

"Overwhelming Phoenix Strike" : Spend one Qi, your attack is +1 harm.

"Thundering Whirlwind Kick" : You may split your Harm inflicted against multiple opponents.

Gear : fine fan, grappling hook, Heavenly Pill (cure one condition), jian (2-harm hand), needles (1-harm 3 ammo close), Pill of the Ox (+1 forward on physical tasks), riding horse, survival pack, 3-tael

[:45] [:30] [:15] [:10] [:05] [:--]

XP : [ ] [ ] [ ] [ ] [ ]


Saturday, August 22, 2020

Harmony and White Breath Cave Remastered, Additional Thoughts and Part II

With a few more hours to think it over, I've come to the conclusion that there are a few more tweaks needed for this. Back in 2018, I contemplated that Fate is Apocalypse World is 5E. Could this be Fate of the Wuxia Apocalypse?

1. Harm should work more like Fate's Stress. It clears at the end of every scene. I think that would make it more cinematic.

2. There are two basic moves (arguably, three) that is omnipresent:

When you attempt to overcome an obstacle, roll +appropriate skill :

On a 10+ : You do the thing.

On a 7-9 : You do the thing with a minor cost.

On a 6- : You either fail to do the thing or do the thing at a significant cost.

When you attempt to create an advantage to do a thing, roll +appropriate skill :

On a 10+ : Impose a condition (read Aspect). Take +1 forward until the condition is handled.

On a 7-9 : Take +1 forward.

(Optional) When you unleash a flurry of blows, roll +Warrior :

On a 10+ : choose 2 : Inflict stress, avoid receiving stress or take the hit in exchange to inflict stress again.

On a 7-9 : choose 1 : Inflict stress or avoid receiving stress.

Those two, or three, moves should cover just about every situation that will come up in game. These are borrowed from the Fate SRD. The Defend action won't be needed.

3. In coordination with the Stress track, you can take conditions (read Consequences) to remain fighting. These can represent sprains, broken bones and the like.

4. Qi. Every session, start with one Qi. Why one? Because we have a move that can generate three. If you want three, use the move.

5. Qi can function like a fate point. Descriptors can function like Aspects. Aspects can be compelled to award a fate point. Descriptors could be compelled to award Qi. Maybe include a title or High Concept as well, or would that be too much Qi? Is there such a thing as too much Qi?

6. If you'd rather use hit points instead of a Stress track, I'd suggest 15 hit points, +3 per rank in Warrior or Mystic (whichever is higher). Why Mystic? Because monk like characters that aren't necessarily warriors should be rewarded, too. Maybe they practice Iron Body.

That being said, the next scene or two or more in the story with the above in effect.

White Breath Cave, Part II

Harmony looks down at the two unconscious bandits. "So, you decided to rob the tea house?"

"You don't understand," one of the bandits mutters. "Since the four men with yellow sashes came, people have gone missing. Ghost Eye hired several of us as laborers to work in the cave, then people started disappearing. Some even died!"

Mother Chong steps in from the kitchen. "It's true. The trouble began when Ghost Eye and his companions showed up."

The other bandit nods, "When we found out that Ghost Eye wanted to uncover a demon relic, we ran. This village was the first one we've seen in days."

"What does this cave look like?" asks the blind man in a hushed voice.

GM Note : I had mistakenly written the village was named White Breath last post; the village is Willow Bridge.

"A demon's face with white fog."

The blind man leans back in his chair. "White Breath Cave," he says. "I was there once. The cave was a meeting place for Ming sorcerers."

"And you are?" asks Harmony.

"Mang Zhao," he nods politely toward the sound of her voice. "I believe the demon relic is really one of the six chapters of The Battle Scroll." Mang Zhao leans forward, "It may not be a demon relic, but it is powerful. If it were not for..." he taps the bandage across his eyes. "Some of my possessions were lost in that cave. If you swear to recover the chapter, you are welcome to them."

Harmony marks XP for Heart of Silver.

Vows are not sworn lightly. Yet, Harmony can't let these Ming cultists walk away with a chapter of The Battle Scroll unchallenged. And there was the matter of Mang Zhao's possessions. Perhaps helping this village would work in her favor. "Alright, I swear to retrieve the chapter of The Battle Scroll or prevent the Ming cultists from doing so. Where is this White Breath Cave?"

One of the bandits replies, "3 days north, through the hills."

"An adventure requires supplies," Mother Chong adds. She hands a small bundle of goods accompanied by two bottles to Harmony. "Food, wine and medicine. One box with a Pill of the Ox; the other has a Heavenly Pill." She winks, "I can make more than just food. Thank you for your help. And the four of you," Mother Chong becomes stern, hands on her hips. "If you were looking for work, you can start by fixing that table and chair."

Pill of the Ox : +1 forward on a physical move when consumed.

Heavenly Pill : Cure one condition.

Harmony rolls +Scout to follow the trail left by the bandits : 11.

Halfway through the first day of travel, Harmony spies three men sitting by a camp fire. All three wear black trousers and tunics; the one sitting and eating something off a spit wears a yellow sash. The trio are just off the dirt path that the bandits from Willow Bridge probably used. The surrounding terrain is populated with hills lined with tall trees. Harmony enters the tree line to stalk closer to the three, pondering how best to make the yellow sash talk.

Harmony rolls +Thief to stealthily approach the group and marks XP : 10.

"Maybe we shouldn't have left the others," one mumbles.

"And do what? You saw the same as me, the other three are cruel."

"But Fung just eats. How are we going to survive if he's sitting there eating."

Harmony shifts her gaze toward Fung. The daylight reveals a black sigil tattooed on his forehead. The first step, then, is to get Fung alone. She looks back at the inattentive pair.

Per other Powered by the Apocalypse titles, this isn't a combat, so there will not be a die roll. Harmony simply inflicts harm as they are taken by surprise.

Harmony glides forward then takes a quick sprint up the trunk of a tree. She kicks off and swoops down on the two unsuspecting men. Putting her Thundering Whirlwind Kick to use, one foot snakes out, a flying kick drives into one man's head. Harmony lands in a crouch and springs to her feet, another kick lashes out and strikes the other's chest. The second man flies back into a tree and slumps to the ground.

The one named Fung sets the spit with half-eaten food on the ground. He rises to his feet, hands up in supplication. Older, head and face shaved, Fung almost looks the part of any other laborer. "I'm not here to fight," he says.

"Then you can answer some questions."

"No, what I mean to say is, if you want to avoid this fight, you will pay me to leave you alone," he smiles, eyebrow arching thoughtfully. "A hundred tael?"

"A hundred tael?" Harmony scoffs, "For what?"

Fung begins to chant thick, guttural sounds, a language that borders on inhuman. Coils of black smoke begin to coalesce and snake around his hands.

Harmony rolls +Warrior to unleash a flurry of blows : 9. 2 stress inflicted; 2 stress received.

Concerned that this is some kind of malicious spell, Harmony surges forward and smashes into Fung's chest with a palm strike. Fung staggers back with a vicious grin and punches in her direction. The coil of smoke that wraps around the limb extend, parting like a striking viper and bites into her arm. Fung's hand jerks upward and tugs, as if the tendril were some kind of rope or leash; Harmony begins to lurch forward.

Harmony rolls +Warrior and follows through with another attack : 8. 2 stress inflicted. 1 stress received. Fung chooses to take one condition instead of being knocked out.

Fung's other hand whips a second tendril around Harmony's neck. It constricts and tightens, cutting off her breath. She retaliates and kicks Fung in the stomach, loosening her restraints. She takes a deep breath then hammers her fist down on the back of Fung's head.

"I yield!" his voice a rasp, his own breath slowly recovering. "I yield," he says in a defeated tone. The dark vapors dissipate and release Harmony. "I left the other three; I couldn't support them any more. They aren't worth dying for."

GM Note : Encounter #2 complete. Reviewing to see if Fate of the Wuxia Apocalypse needs anything else.

Lin Jingyi, "Harmony"

Harmony's small athletic form wears black cotton trousers and sash with a steel blue cross collar tunic. She has long ebony hair pulled into a tail and mahogany eyes.

Moral Code : somewhat kind, totally focused, somewhat selfish, very honorable, very brave

Descriptors Heart of silver; selfish but just

+2 Warrior

+1 Detective*, Scout, Thief*

+0 Alchemist, Leader, Mystic, Scholar, Sorcerer, Strategist

"Air is as Real as You or Me" : While you have one Qi, you may leap long distances as part of your movement, run on water and move on vertical surfaces.

Final Parry : Spend one Qi, you may destroy your weapon or shield and reduce incoming Harm to 0.

"Thundering Whirlwind Kick" : You may split your Harm inflicted against multiple opponents.

Gear : fine fan, grappling hook, Heavenly Pill (cure one condition), jian (2-harm hand), needles (1-harm 3 ammo close), Pill of the Ox (+1 forward on physical tasks), riding horse, survival pack, 3-tael

[:45] [:30] [:15] [:10] [:05] [:--]

XP : [x] [x] [ ] [ ] [ ]

Friday, August 21, 2020

Harmony and White Breath Cave Remastered, Thoughts and Part I

My issues with Art of Wuxia has been on my mind most of the day. I had a fair amount of interest in it, but my experience was fairly lackluster. So, how would I fix it?

1. Replace the d00 lite system with Simple World.

2. Ability scores go out the window. You won't need them. Ability scores are used for resistance rolls and determining skill levels in the original.

3. The ten skill roles become Approaches per Fate Accelerated.

4. With the above in mind, a new character ranks one Approach at +2, three at +1 and the remainder are +0.

5. Descriptors and moral code can stay as XP generators.

6. Equipment can stay; replace the money system with Apocalypse World's barter system.

7. Body Points are replaced by the Harm track, or, if you want to roll dice for damage, 15 + Warrior.

8. Initiative is no longer needed; damage reduction is just another way of saying +armor.

9. Movement? No. Qi? If you want to; it's part of the genre, so why not?

10. Qi abilities can stay and are basic moves for player characters or make the Qi abilities moves that may be chosen, much like kung fu techniques.

11. Kung Fu damage can stay as is if you're rolling dice, or, perhaps, equal to Warrior rank as it now caps at +3.

12. Since the Approaches are capped at +3, perhaps rank based abilities are gained twice as fast?

With those cursory unplaytested adjustments, here's a different look at Harmony :

Lin Jingyi, "Harmony"

Harmony's small athletic form wears black cotton trousers and sash with a steel blue cross collar tunic. She has long ebony hair pulled into a tail and mahogany eyes.

Moral Code : somewhat kind, totally focused, somewhat selfish, very honorable, very brave

Descriptors Heart of silver; selfish but just

+2 Warrior

+1 Detective*, Scout, Thief*

+0 Alchemist, Leader, Mystic, Scholar, Sorcerer, Strategist

"Air is as Real as You or Me" : While you have one Qi, you may leap long distances as part of your movement, run on water and move on vertical surfaces.

Final Parry : Spend one Qi, you may destroy your weapon or shield and reduce incoming Harm to 0.

"Thundering Whirlwind Kick" : You may split your Harm inflicted against multiple opponents.

Gear : fine fan, grappling hook, jian (2-harm hand), needles (1-harm 3 ammo close), riding horse, survival pack, 3-tael

[:45] [:30] [:15] [:10] [:05] [:--]

XP : [ ] [ ] [ ] [ ] [ ]

13. 13 is a good number. What about a custom move for cultivating Qi?

When you have several minutes to center and focus, roll +Mystic. You may spend your hold to activate Qi abilities that require a cost :

On a 10+ : hold 3.

On a 7-9 : hold 1.

Seeing as I've gotten this far, I may as well replay the same scenario with the new rules and try a brief playtest. And the result? 42 rolls from the previous version is resolved in two via Simple World. Much better.

"White Breath Cave"

The village of White Breath has a teahouse, The Green Lily, stables, a cobbler, cloth seller and a small general goods store. The early afternoon sun reminds Harmony that she has not eaten since last night. She sighs. Nine silver tael barely covers one, two if she stretched it, day of food and lodging. Still, Harmony enters The Green Lily.

The proprietress greets Harmony with a warm smile and beckons her to come inside. "Welcome to The Green Lily; I am Mother Chong. Please, come in."

The smell of fresh lacquer greets Harmony. Her eyes note that almost all of the furniture is practically newly repaired. Upstairs, Mother Chong seats Harmony at a square table and returns with a cup of chopsticks and a kettle filled with hot tea. Below her, two men are playing a game of weiqi by an open window. A skinny old man and another wild, disheveled man with a strip of faded fabric tied over his eyes. The blinded man reaches into the bowl of stones, placing a white stone on the board.

"Why did you do that?!" exclaims the old, weathered man. "Are you baiting me?"

The blind man sits back in his chair and reaches for his tea.

Four men burst into the teahouse, flipping over a couple of tables and kicking aside the chairs. Dirty and wearing simple tan trousers with black tunics, one of the four shouts, "Mother Chong! We're here to collect!"

Another from the gang chimes in, "And bring us some steamed buns, too!"

A third points up toward Harmony, "Get down here! We'll take your coin, too!"

Harmony's attack roll : In this case, it will be roll +Warrior. 11. 2-harm inflicted.

Harmony smiles and drops from the second floor on to a table below. First, they want to steal her coin; second, they are threatening these innocent people. She leaps at the closest bandit, the one that made the first demand, and kicks him in the chest. The bandit recoils from the force of impact, unconscious. The table he lands on breaks beneath his weight.

"And who's going to take it?" she asks.

Mother Chong and the rest of the staff hide in the kitchen. The old man ducks under the table, and the blind man simply sits in his chair, listening. The bandits circle Harmony. Fists and kicks fly towards her from several directions.

Harmony's attack roll +Warrior : 7. 2-harm inflicted. 2-harm received.

One bandit lands a solid punch against her back. Another strikes Harmony with a side kick. The third attempts an axe kick, his foot crashing down on a nearby chair and splintering it. Harmony looks back at the third bandit and kicks his knee followed by a palm strike beneath the chin.

"Wait! Wait wait wait!" exclaims one of the bandits.

Harmony pauses, fist drawn back and ready to attack.

"We just wanted food, and a bit of money, so we can get away from this village!"

Shosuro Ritsuko and the Docks of Ryoko Owari

Shosuro Ritsuko, Enigmatic Ninja

7M1 Pistol Wielding Shosuro Shinobi

15 Scorpion Clan Operative

17 Enigmatic

17 Flaw : Hidden Identity

17 Flaw : Traitors of the Empire

Story Points [ ]

Experience [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

9 abilities and 8 points left

Ritsuko walks down the narrow alley, concrete walls rising five floors toward the night sky. The half moon provides just enough light to turn the path moonlit grey and highlights the dumpsters just outside of the shadows. The passing clouds sometimes obscuring Lord Moon.

She wears dark leather pants with matching boots; her jacket bears Yoritomo green stripes running down the sleeves. The motorcycle helmet still conceals her features, and her Shinjo Motors Furinkazan is parked on the street behind her, also black with green stripes that mirror her jacket.

At the other end of the alley, three figures detach from the shadows. Ritsuko can see dark robes and jingasa. Two of them approach with staves in hand; the middle one appears to not have any weapons at all.

"Shouldn't be looking around the docks this time of night," the middle man says, voice monotone and detached as if distracted by something. "Who are you?"

Ritsuko pulls her helmet off. She reveals black hair with equally dark eyes. Her fingers tap the watch and scribble the kanji to unlock the device. Ritsuko's false identity is transmitted with a gesture. A quick smile crosses her lips, "Yoritomo Mare," she replies.

[Ritsuko attempts to bluff her way past the guards using Scorpion Clan Operative against the base resistance of 14. Ritsuko : 10, Guards : 13, defeat.]

The unarmed man produces a tablet from the folds of his hitatare. He scrolls down the display. "What brings you down here, Yoritomo-san?"

She responds with a slight shrug as her eyes glance quickly to the two men on either side of him. Ritsuko returns her seemingly complete attention to the man asking questions. "I heard a cargo ship docked earlier today, and I was hoping to be first to see what arrived."

"I see," he mutters, casually nodding his head toward Ritsuko. The two armed guards advance with their staves held forward. "You don't appear to be in the system."

Ritsuko quickly considers her options : pull her pistol with the possibility that someone will miss these three, knock them unconscious or run. Running would mean further failure; their security would undoubtedly increase for some time. She chose the second option; let them remember that someone dressed as a Yoritomo did this. That would at least cast some doubt.

[Ritsuko opts to attack the goons using Pistol Wielding Shosuro Shinobi and spends 10 of her points to increase the ability to 7M1 against the base resistance of 14. Ritsuko : 6, Guards : 13, success.]

[GM Note : And here's where it gets really interesting. If Ritsuko hadn't increased her Pistol Wielding Shosuro Shinobi skill right then, she would have failed a second time. Though she succeeded in her skill roll, so did the guards; the guards rolled a higher success, so they win. Either Ritsuko would choose a new ability, spend a Hero Point on the first encounter or concede defeat.]

Ritsuko watches the two guards advance then quickly steps forward. Her helmet swings up and smashes into a guard's chin. He falls back against the wall where Ritsuko's foot swings out and kicks him in the head. The second guard swings the staff at her, which she parries with the motorcycle helmet. Her foot comes up then down sharply against the guard's thigh. He kneels down on the ground where her helmet bashes against the side of his head.

The Bayushi Tech Sasayaki comes free from its holster at the small of her back. The barrel aligns with the third figure's forehead. "How about you put me in the system?"

"I- Ye- Yes. Sure," he replies, fingers deftly tapping along the face of the tablet.

"Thank you."

"Please do-" and his head snaps back as Ritsuko punches him. She takes the security tablet and walks to the mouth of the alley. Three unconscious forms behind her.

The white concrete walls across the street are topped with chain link fencing and barbed wire. Two lanes exit and enter the dockyard with guards housed between them. She checks the tablet and considers her next option. What would be the most plausible story? Visiting security from headquarters? Makes sense, considering the value of the shipment.

[Ritsuko accesses the computer system and uses Scorpion Clan Operative to add her security credentials to the server and spends two points to increase the ability to 15 against the base resistance of 14. Ritsuko : 13, server : 8, success.]

[GM Note : Unfortunate as the 13 would have been a critical had she not increased the ability score.]

Retrieving her bike, she rides up to the gate and checks in with the guard. This time, her false credentials sent to the tablet register as a security consultant from Yoritomo Industries. Ritsuko parks her bike and enters the shipping offices. At this hour, most everyone has already gone home, leaving her with full physical access to the computers.

"This can't be right," she mutters, tapping quickly on the keyboard.

The shipping manifest for this afternoon's arrival was filled with standard items, which also included some smuggled weapons, and a heavily redacted reference to one unidentified line item. She delved further into the one item and came up with...

"Jonetsu?"

The Bloodsword had been presumed lost when Doji Tanaka leapt from the cliffs of Kyuden Doji. That was over 1500 years ago. How had the Mantis supposedly recovered it, and, more importantly, who was it going to?

[Ritsuko uses Scorpion Clan Operative to uncover the identity of the buyer against resistance 17. Ritsuko : 13, server : 8, success.]

The threads begin to entwine. The supply of smuggled weapons. The rumoured Bloodsword. All of them are going to one buyer : Goraiku Atsuhisa. A name. Another series of queries travel electron pathways, an image and visitor's badge appear on screen. And a face. And the exchange is to happen... tonight?

Ritsuko glances at her watch. Within the hour by the look of things. She starts walking toward the warehouses. To continue the cover, Ritsuko would need to get access to some of the smuggled weapons. A Tsuruchi Arms Arashi and a couple of the grenades. All the while contemplating why the Centipede would need Tsuruchi firearms and a Bloodsword.

She waits inside the warehouse until she sees a black SUV pull through the gate; it parks between the Tsuruchi vessel and the warehouse. Ritsuko glances at her watch again, wishing that she had had the foresight to bring one of her drones. Instead, she slips out of the warehouse and uses the cover provided by pallets of barrels to creep closer.

[Ritsuko uses Pistol Wielding Shosuro Shinobi to move closer and listen against resistance 17. Ritsuko : 11, Atsuhisa : 1, success.]

"Evening, Hisa-san," a figure says, stepping from the shadows across from Ritsuko.

"Shimeko," Atsuhisa replies with a nod of his head.

Shimeko. Ritsuko files that name for future research. They have conducted business before judging by the tone of their greeting.

"You should have brought more cars," Shimeko noted. "That SUV isn't going to hold all of the material."

"I'm here for the more important item," Atsuhisa says. "We'll send a truck for the remainder in the morning."

"If it's just the one line item, follow me."

The two of them move in Ritsuko's direction, leaving the SUV with a pair of guards in business attire. One, the driver; the other, hired muscle. Ritsuko moves through the shadows and keeps an eye on Shimeko and Atsuhisa.

Of all the crates in the warehouse, Shimeko moves towards one in particular. Large, as if it contains the same amount of goods as any other. She pulls at the side of the crate which gives way, revealing a liner cradling a smaller wooden box within. The smaller box is lacquered black with silver kanji written over its lid. Too far to read what it says, and their voices are muted by the distance.

If Atsuhisa wants this box, Ritsuko needs to claim it for the Scorpion. She looks back at the SUV with the pair of guards. Misdirection was in order. She pulls one of the grenades from her belt and judges the distance from herself to the SUV. Pulling the pin, Ritsuko tosses the grenade underhand towards the SUV.

"What th-" the hired muscle says, the last of his words cut off by the loud explosion the grenade creates. Shrapnel tears through the two guards and the SUV is riddled with tiny punctures. The Tsuruchi created the bakuhatsu kiba as a traumatizing anti-personnel device. Like most grenades, it held an explosive charge, but this one violently released shrapnel, the fangs, into people.

The pair within the warehouse rush outside to review the damage. Ritsuko takes advantage of the distraction and re-enters the warehouse, grabbing the lacquered box and rushing toward the rear exit.

[Ritsuko uses Pistol Wielding Shosuro Shinobi to escape unseen against resistance 19. Ritsuko : 8, Shimeko : 8, tied.]

Ritsuko erupts from the exit, the box cradled tight against her chest. She looks back and sees Shimeko turning toward her direction. The door shuts behind her. Ritsuko is unsure if Shimeko had seen her leave with the box, but, even if she had, the shadows would only reveal the black and green of the Yoritomo.

First, she needed a place to hide and let the guards search the premises for the intruder. They would be expecting her to leave immediately, but she had security credentials. Ritsuko would wait until their attention lapsed then take this back to her apartment for further study. Until then... Ritusko uses her watch and false identity to open an office, laying the box beneath her feet as she sits at a terminal.

Harmony and White Breath Cave

I had hopes that d00lite would be an interesting system. Unfortunately, combat becomes an exchange of attack and parries. Not really all that fun. And, if you know me, rolling dice that do nothing is annoying. Unfortunate, especially since I was looking forward to Art of Wuxia.

Lin Jingyi, "Harmony"

Harmony's small athletic form wears black cotton trousers and a steel blue cross collar tunic. She has long ebony hair pulled into a tail and mahogany eyes.

Moral Code : somewhat kind, totally focused, somewhat selfish, very honorable, very brave

Descriptors Heart of silver; selfish but just

50 STR 65 DEX 55 LOG 60 WIL

25 / 25 BP 0 DR 3 Qi 2 Initiative 9 MOV

38 Level 0 Detective

28 Level 0 Scout

43 Level 1 Thief

63 Level 1 Warrior of the Ten Styles of Life Taking Swift Sword

0 Level 0 Alchemist, Leader, Mystic, Scholar, Sorcerer, Strategist

Abilities : Back for More, Dig Deep, Draw Upon Qi, Final Parry, Heroic Pose, Qi Healing, Lightness, Tempt Fate, Transfer Qi

Techniques : Vivacity

Gear : fine fan, grappling hook, jian (63%, 2D+3), needles (63%, 3, 20 ammo), riding horse, survival pack, 9 taels

Unarmed : 65%, 1D+2

0 cultivation points, rank 1

"White Breath Cave"

The village of White Breath has a teahouse, The Green Lily, stables, a cobbler, cloth seller and a small general goods store. The early afternoon sun reminds Harmony that she has not eaten since last night. She sighs. Nine silver tael barely covers one, two if she stretched it, day of food and lodging. Still, Harmony enters The Green Lily.

The proprietress greets Harmony with a warm smile and beckons her to come inside. "Welcome to The Green Lily; I am Mother Chong. Please, come in."

The smell of fresh lacquer greets Harmony. Her eyes note that almost all of the furniture is practically newly repaired. Upstairs, Mother Chong seats Harmony at a square table and returns with a cup of chopsticks and a kettle filled with hot tea. Below her, two men are playing a game of weiqi by an open window. A skinny old man and another wild, disheveled man with a strip of faded fabric tied over his eyes. The blinded man reaches into the bowl of stones, placing a white stone on the board.

"Why did you do that?!" exclaims the old, weathered man. "Are you baiting me?"

The blind man sits back in his chair and reaches for his tea.

Four men burst into the teahouse, flipping over a couple of tables and kicking aside the chairs. Dirty and wearing simple tan trousers with black tunics, one of the four shouts, "Mother Chong! We're here to collect!"

Another from the gang chimes in, "And bring us some steamed buns, too!"

A third points up toward Harmony, "Get down here! We'll take your coin, too!"

Initiative rolls : Harmony, 2 and 7. Bandits, 2.

GM Note : Lightness is an internal kung fu ability that allows the practitioner to leap up to five squares / areas in addition to normal movement if the practitioner has at least one Qi available. Lightness does not cost Qi to use.

Harmony's attack roll : 06. Bandit's resistance roll : 64. Damage : 10.

Harmony smiles and leaps from the second floor on to a table below. First, they want to steal her coin; second, they are threatening these innocent people. She leaps at the closest bandit, the one that made the first demand, and kicks him in the chest. The bandit recoils from the force of impact, unconscious. The table he lands on breaks beneath his weight.

"And who's going to take it?" she asks.

Bandits' attack roll : 95, 25, 60, 56. Harmony's resistance roll : 33. Damage : 4.

The bandits circle Harmony. Fists and kicks fly towards her; Harmony avoids most of the attacks, one bandit lands a solid punch against her back. Another attempts to strike Harmony with an axe kick, his foot crashing down on a nearby chair and splintering it.

Harmony's attack roll : 68.

Bandits' attack rolls : 36, 16, 30. Harmony's resistance rolls : 76, 82. Damage : 12.

Harmony's attack roll : 61.

Bandits' attack rolls : 97, 15, 96. Harmony's resistance roll : 09.

Harmony's attack roll : 62.

Bandits' attack rolls : 82, 40, 71. Harmony's resistance roll : 00.

The four continue to square off, at one point, the bandits hit Harmony with a series of punches and kicks. Off balance and outnumbered, her attempts to respond with her own attacks are easily brushed aside. An opening presents itself as one of the bandits overextends a punch; Harmony seizes the arm and positions the bandit between herself and the other two.

Harmony's attack roll : 15. Bandit's resistance roll : 06.

Bandits' attack rolls : 96, 02. Harmony's resistance roll : 34.

Bandit STR roll to break free of the grapple : 28 vs. Harmony's 81.

Harmony attempts to capitalize on her grapple, a kick snapping out toward one of the bandits. The bandit blocks the attack, distracting her as the grappled bandit breaks free from the hold.

Harmony's attack roll : 26. Bandit's resistance roll : 00.

Bandits' attack rolls : 76, 69, 02. Harmony's resistance roll : 24. 3 damage.

Harmony's attack roll : 31. Bandit's resistance roll : 01.

Bandits' attack rolls : 41, 06, 25. Harmony's resistance roll : 67, 61. 10 damage.

Another series of blows are exchanged and Harmony is rendered unconscious.

Thursday, August 20, 2020

Ismael and the Value of Greed, Part II

Ismael al-Tahir of the Awaliq, 1st level Lawful Alasiyani Ranger

Shoulder length black hair with dark eyes, the tanned ranger dreamt of living the life of a corsair. His sinewy physique wears a plain grey thawb and black sirwal covered by a mail shirt. Ismael frequently carries a spear and shield.

S 13 (+1 / 3:6 / +5%) I 08 W 10 D 09 C 12 C 11 (4 retainers / 7 loyalty)

AB +0 (+1 / +0) AC +5 / +4 without shield HP 6 / 6 MV 60' / 20'

Saves : D 12 W 13 P 14 B 15 S 16

Abilities : Awareness, Foraging and Hunting, Pursuit, Surprise Attack, Tracking (20%)

Languages : Common and Neutral

Gear (907 coins weight) : axes (2), backpack, chain armor, gems worth 50 dinar (15), gems worth 100 dinar (4), horizon walker token, jewelry worth 1950 dinar (2), lantern, oil flask (5), potion of healing (2), potion of invisibility, riding horse with saddlebags (carries jewelry (2, estimated 1950 dinar), 200 dinar, 220 coins weight), shield, short bow with quiver of arrows (20), small sack (2), spear, standard rations (8), tinderbox, torches (6), waterskin (1 carried, 2 on horse), 70 dinar, 3 dirham, 0 fal, 87 electrum, 73 platinum

1,341 experience

... And the Value of Greed, Part II

[E Muzeki, The Kiss]

Turn 1: empty room

"A life of adventure," Ismael mutters, watching the amethyst beads swirl. "What are you waiting for?" He considered many things. Fear. Uncertainty. Doubt. "And to conquer fear, you face it." His fists clench. His eyes shut. Ismael steps into the darkness. But in the back of his mind, "Or die in the attempt..."

It was warm, welcoming. It feels like stepping through a skin of wool, heavy but easily pushed aside. The vortex gives way; the world behind him pulls back. Each step, Ismael can feel invisible fingers release their grasp on him, failing to coax him away from the portal. Ismael presses on.

When the pressure falls away, his eyes snap open. He is... in a garden. Ismael looks around. Ankle high brick barriers. Green grass. Ferns. Bushes. Flowers. Brilliant white walls to his left and right. A short red brick path leads forward. With a dark tear in the air behind him circled by amethyst motes. 

Turn 2: encounter with treasure and a wandering encounter. Ismael, not surprised; monsters, surprised

Ismael follows the brick path, an arched opening in the white wall permitting entrance into the building. The room is richly decorated. Lush carpet, tapestries on the wall ahead of him. Two corridors to either side. Pillows with intricate designs and tables laden with plates of food. Lamps rest on tables, and torches held in sconces, brightly lighting the area. Milling through the room, eight dark robed figures, hoods lowered, have quiet conversations with each other. At a desk across from Ismael, one figure in shining scaled armor sits, writing notes on a piece of parchment. Two more stand ready nearby.

"Good morning," Ismael says, walking into the room. Perhaps these people would be as open as the others.

No such luck.

Initiative check : Ismael, 6. Guards, 4.

The two standing guards pull iron clubs free from their belt loops; the guard sitting at the desk smiles menacingly. The eight figures seem prepared to follow the leads of the guards.

Ismael retreats back beyond the arch; he was confident in his ability to defend himself, but he also didn't like the idea of being surrounded. Ismael unslings his spear and eyes the guards cautiously.

"No!" the seated guard says to the robed acolytes. "One of you tell Master Valerius of our guest; you two, detain him." He rises, pulling his own iron club free as the two guards approach Ismael.

Ismael's attack roll : 14, 2 damage.

Ismael's defense roll : 17.

Morale check : acolytes, pass; guards, pass.

At the approach of the pair of guards, Ismael's spear jabs forward, the spear tip slipping under a jaw. The guard gives a brief gurgle as the blade punctures through his throat, stopped by the top of his skull. The second guard swings his club down toward Ismael's shoulder; the shield rises and pushes it aside.

"The rest of you! Bar the exits!" growls the commanding guard, rushing forward to join the fight.

Ismael's attack roll : 14, 1 damage.

Ismael's defense rolls : 19, 2, 1 damage.

Ismael jerks the spear free from the corpse and slashes a cut across the second guard's leg. A dark stain appears beneath the linen trousers. The wounded guard thrashes and beats his club against Ismael's shield. The onslaught provides an opening for the commander to strike the back of Ismael's leg.

Ismael's attack roll : 13.

Ismael's defense rolls : 4, 7, 1 damage.

He was knocked off balance by the strike to the knee. Ismael's spear skated across the scale armor of the wounded guard. The guard takes advantage of Ismael's harmless attack and clubs the attacking arm. The commander's club strikes ineffectively across his armored shoulder.

Ismael's attack roll : 4.

Ismael's defense rolls : 19, 17.

Ismael's attack roll : 13.

Ismael's defense rolls : 9, 8.

Ismael's attack roll : 18, 2 damage.

Ismael's defense rolls : 14.

The acolytes look uncertain as they watch the trio circle each other. Ismael defends himself against both opponents then finds an opportunity. The spear lances out and skewers the wounded guard through the chest. Lung punctured, he collapses to the floor.

"You won't survive against our numbers," the commander growls.

Ismael's attack roll : 17, 1 damage.

Ismael's defense roll : 19.

Ismael's attack roll : 20, 2 damage.

Ismael, unshaken by the threat, thrusts his spear forward, tearing the fabric of the remaining guard's shirt; a small wound opens beneath the blade's edge. The guard's response is carefully brushed aside by Ismael's shield. The spear slips between the gap beneath the scaled shoulder, entering between the ribs.

"What is this?" a voice calmly asks. A robed figure, unhooded to show dark hair and slightly lighter eyes. A middle aged man, he strides confidently into the room. "Why did we not offer refreshments?"

Ismael keeps a wary eye of the newcomer, his spear held ready. The double tap on his chest reminded him of his purpose.

"Have a seat," the man said, gesturing magnanimously at the cushions on the floor. "I am Vicar Valerius."

Ismael didn't move toward the offered seat. Instead, he glanced down at the corpses on the floor, blood staining the floor. "No, thank you."

"Suit yourself." Valerius moved toward the desk where the guard had been sitting. "I seem to be a few guards short. Perhaps you would be interested in some work?"

The Anchor's heartbeat pounded harder, persistent.

"No, thank you," Ismael repeated.

"Suit yourself," Valerius repeated. He sighs, "The Prince rewards his subjects well." Valerius gestures around the room, including the table laden with food. "Wealth. Fame. Power. One way or the other, you will serve."

Ismael's grip on the spear tightened. "And their reward?" he asked, nodding down to the dead guards.

"Clearly undeserving of such." Valerius looks at four of the acolytes, nodding toward Ismael. "One way or the other, he will serve." His tone turns from conversational to menacing. The acolytes spring quickly into action.

Initiative check : Ismael, 2. Acolytes, 6.

Ismael's defense rolls : 13, 17, 9, 10.

Ismael's attack roll and fray die : 20, 1 damage.

The four acolytes stride forward with clubs drawn and swing haphazardly at Ismael. The shield wards off most of the blows, the chain intercepting the rest. Beneath the weight of their attack, Ismael only manages to shove his spear into the chest of one of the acolytes.

Ismael's defense rolls : 20, 12, 6, 13.

Ismael's save vs. Spells : 11, failed.

Ismael's attack roll and fray die : 6, 1 damage.

Another acolyte joins the battle and manages to distract Ismael with a solid hit across his back. Valerius chants in gutteral tones, one hand pointing at him with a sharp finger. Dark smoke flows from beneath the priest's robes and cling to Ismael's feet, coiling upward and stretching to anchor his arms. The distraction causes Ismael's return strike to fail; the shield barely manages to catch an acolyte on the chin.

Ismael's defense rolls : 3, 2, 6, 14, 3 damage.

Ismael drinks potion of healing : 6 hit points healed.

GM Note : According to Old School Essentials, it takes a full round to drink a potion. As a round is equal to one minute, I can only guess that includes removing it from its container then drinking it.

Ismael's defense rolls : 5, 1, 17, 4, 2 damage.

Ismael's attack roll and fray die : 13, 1 damage.

Surrounded, more clubs rain down on Ismael, bypassing his defenses. A couple of strikes impact his shoulder and the back of his head. His ears ring and vision blurs. Ismael steps back and retreats several steps, frantically pulling a potion free of his pack. Ahmad mentioned it would heal his wounds; he hoped Ahmad was correct.

The throbbing in his head begins to diminish; Ismael's vision clears. Even then, the acolytes press their attack and more attacks land on his limbs. The vial scatters across the floor. Desperate, Ismael's shield rim smashes into an acolyte's sternum, leaving him gasping for breath and prone on the floor.

Ismael's defense rolls : 9, 12, 12, 13.

Ismael's attack rolls : 17, 3 damage.

Morale check : 5, passed.

Recovered, Ismael focuses intently on Valerius. In spite of the smoky tendrils dragging at his limbs, he slowly steps forward and pushes the clubs aside. One spear thrust, an acolyte falls, then a second and a third. Ismael scowls at the priest, stepping past the pile of corpses beneath him. Two acolytes and one priest. He would take these odds.

Ismael's defense rolls : 13, 9, 3, 2 damage.

Ismael's attack roll and fray die : 18, 3 damage.

The two remaining acolytes rush forward to attack Ismael; the shield comes up and parries, the spear thrusts forward and takes a life. The second acolyte falls in a similar manner. Valerius finishes his incantation, striding toward Ismael and placing a hand on Ismael's chest. A dark, spectral talon mimics the priest and drives sharp nails through the chain. Ismael gasps and steps back, the blade of the spear cutting across the priest's chest.

Ismael's defense roll : 2, 1 damage.

Ismael's attack roll : 3.

Ismael's defense roll : 3, 1 damage.

Valerius smiles grimly, the wound barely more than a scratch. He raises his mace and strikes Ismael in the chest. Ismael falls back, feebly attempting to keep Valerius at bay. The mace swings a second time, then... darkness.

[E Muzeki, Kashmir]

Ismael al-Tahir of the Awaliq, 1st level Lawful Alasiyani Ranger

Shoulder length black hair with dark eyes, the tanned ranger dreamt of living the life of a corsair. His sinewy physique wears a plain grey thawb and black sirwal covered by a mail shirt. Ismael frequently carries a spear and shield.

S 13 (+1 / 3:6 / +5%) I 08 W 10 D 09 C 12 C 11 (4 retainers / 7 loyalty)

AB +0 (+1 / +0) AC +5 / +4 without shield HP 0 / 6 MV 60' / 20'

Saves : D 12 W 13 P 14 B 15 S 16

Abilities : Awareness, Foraging and Hunting, Pursuit, Surprise Attack, Tracking (20%)

Languages : Common and Neutral

Gear (907 coins weight) : axes (2), backpack, chain armor, gems worth 50 dinar (15), gems worth 100 dinar (4), horizon walker token, jewelry worth 1950 dinar (2), lantern, oil flask (5), potion of healing, potion of invisibility, riding horse with saddlebags (carries jewelry (2, estimated 1950 dinar), 200 dinar, 220 coins weight), shield, short bow with quiver of arrows (20), small sack (2), spear, standard rations (8), tinderbox, torches (6), waterskin (1 carried, 2 on horse), 70 dinar, 3 dirham, 0 fal, 87 electrum, 73 platinum

1,341 experience

Saturday, August 15, 2020

Ismael and the Value of Greed, Part I

 Ismael al-Tahir of the Awaliq, 1st level Lawful Alasiyani Ranger

Shoulder length black hair with dark eyes, the tanned ranger dreamt of living the life of a corsair. His sinewy physique wears a plain grey thawb and black sirwal covered by a mail shirt. Ismael frequently carries a spear and shield.

S 13 (+1 / 3:6 / +5%) I 08 W 10 D 09 C 12 C 11 (4 retainers / 7 loyalty)

AB +0 (+1 / +0) AC +5 / +4 without shield HP 6 / 6 MV 60' / 20'

Saves : D 12 W 13 P 14 B 15 S 16

Abilities : Awareness, Foraging and Hunting, Pursuit, Surprise Attack, Tracking (20%)

Languages : Common and Neutral

Gear (744 coins weight) : axes (2), backpack, chain armor, gems worth 50 dinar (15), gem worth 100 dinar, jewelry worth 1950 dinar (2), lantern, oil flask (5), potion of healing (2), potion of invisibility, riding horse with saddlebags (carries jewelry (2, estimated 1950 dinar), 200 dinar, 220 coins weight), shield, short bow with quiver of arrows (20), small sack (2), spear, standard rations (9), tinderbox, torches (6), waterskin (1 carried, 2 on horse), 72 dinar, 3 dirham, 0 fal

1,215 experience

... And the Value of Greed.

[E Muzeki, The Kiss]

"Just Lakos is fine," the stranger said, waving his hand dismissively.

"And what did you discover?" asked Ahmad.

"This backpack," replied Ismael, displaying the weathered leather pack. "This is what was calling to me. The boy asked me to take it or destroy it, and he would be free."

"May I take a closer look?" Ismael handed the pack to Ahmad, and, as before, he uttered strange words and made the gestures associated with casting a spell. "Yes, yes, I think this is an Anchor. Powerless, most likely, after being taken from its Lair. Worthless to you, Ismael, but I could find a buyer..." He began to mutter calculations audibly to himself, "Ask for one thousand, he'll haggle, of course, five hundred. Counter. Maybe seven, eight. I can give you three hundred dinars if you like."

Three hundred. For a bag? "Of course, Ahmad, bu-"

Lakos chimed in, "Probably one of the Horizon wizards. Tell us, Ismael, what creatures did you find?"

Ismael told the story of his adventure, finding emaciated orcs and the spirit of a man that looked like a boy. How an orc fled and brought Taaj back with it. Taaj, the sickly ogre. Then the conversation with the boy about the backpack.

"I think Ahmad's instincts are right about you," Lakos said, causing Ismael's gaze to flicker toward the calculating Ahmad. "The Lost Horizon is always looking for new members; our numbers are very few. Ahmad mentioned you were heading east?"

Ismael nodded, mind racing, trying to consider the weight of what Lakos was saying.

"A corsair, eh? A swashbuckling rogue, perhaps? Perhaps when you've experienced more of this world you'll want to defend it." Lakos handed him a wooden token on a leather strip; burned into the face was an crescent, points downward, with three stars above. "When that time comes, burn this pendant and a Horizon Walker will find you on the third rise of the moon." Without another word, Lakos waved at Ahmad and walked out.

Ahmad pressed three gems into Ismael's hand and smiled. "A token? Lakos sees promise in you, then." He leaned closer, "You know, there's been sightings of a mysterious house a day's ride north. You could, maybe..."

"Discover another, what was it you called it, Anchor?"

"Or you could continue east, and I would remain ready to purchase interesting items you will undoubtedly come across."

Ismael smiled and shook his head. "Fine, one day ride north."

Hibah and Ismael traveled through the desert the next morning. The burning desert was barren and provided nothing to forage. This time, Ismael tracked the sun's course to keep their bearing northward. In the light of the setting sun, a sandstone building lined with red wood shimmered in the distance.

"We'll rest first then see what this palace has to offer," Ismael muttered, patting Hibah's neck.

[DM Turn 1 : rolls 6 for room content, trap. Flash of Blinding Light placed on silver coins.]

At sunrise, Ismael approached and inspected the walls of the building. They were almost three times his height. An arch greeted him, displaying a small courtyard lined with green plants and a pair of trees. A small pool filled with clear water rested in the center, silver dirham scattered beneath. Beyond, the sandstone extended from the wall into a modest home lined with arches on the ground level. Beneath the overhanging ceiling, a lone red wood door waited, a pair of shuttered windows to either side of it.

Encumbered, Ismael padded quietly past the pool of silver and listened at the door. He heard nothing beyond. He pulled at the door and felt it was barred from the other side. Ismael measured the width of the windows then decided a course of action. He would break the shutters and enter through a window. While he lacked the skills of a thief, these windows were low enough he could struggle through.

[Ability Check : 1d6 vs. 3 in 6 open doors. Result : 4]

Ismael slammed his shoulder into the shuttered window with a loud thump. It refused to give. "Even the windows seem to be barred," he grumbled, pulling an axe free. "Well, if it's made of wood..." The wood was strong. Whoever built this took great pains to keep people out. Minutes passed by as the axe bit into the wood multiple times before enough splintered away to allow Ismael access.

[DM Turn 2 : No wandering monsters. Empty room. No treasure.]

It seemed to be a waiting room of some sort. A rug on the floor with pillows to sit on strewn about. A low table the length of a person to hold plates and cups when visitors were greeted. A door to Ismael's right and an open arch to his left which led back to the front door. He crept to the open arch and peeked beyond. A flight of stairs heading upstairs and a room similar to this one across the way.

[DM checks room contents : slide trap, no treasure]

The room across the way seemed clear, Ismael crossed to the other side and listened at the closed door. He heard nothing beyond the door and opened the way to the next room.

[DM Turn 3 : No wandering monsters, 2 acolytes. Monster reaction : Neutral.]

[Surprise Check : 1d6 vs. 1d6. Result : Ismael, 4; acolytes, 1. Acolytes surprised.]

Ismael stopped short, axe held awkwardly at his side. "Peace be upon you," he said.

The acolytes looked at Ismael's axe, one of them swallowed heavily before responding, "And upon you peace." The talkative one swallowed nervously once again, then, "How did you get in here?"

Ismael's gaze fell to his axe, "I... tried the door," he explained.

The two acolytes were dressed in floor length dark robes edged in red. Neither seemed well armed. The room looked like a den, a desk centered near the east wall; the eastern window open to allow the morning sun to light the room's red carpet. A plain wooden bookcase on either side of the room holding a few books that Ismael could probably barely decipher. The only exit was through Ismael.

"We only joined to help maintain part of the house," the one acolyte said. "Here..." He produced a key from a necklace and used it to unlock the larger drawer.

"What are you doing?" hissed the quiet one.

"He has an axe!" the other hoarsely whispered. "I-If you'll excuse us...?"

Ismael stepped aside and allowed them to pass. Unlike the orcs, he felt more comfortable thinking the two would actually flee the house instead of warning anybody. Walking over to the desk, his eyes were attracted to the strange coins held within the drawer. The copper fal he ignored; he knew those. But the others : over half of them were a strange green yellow, minted with some foreign stamp. The lesser half resembled the silver dirham but were brighter and also bore foreign stamps. He placed the foreign coins into the sack reserved for coinage.

[DM Turn 4 : No wandering monsters.]

[Trap Check : 1d6 vs. 2 in 6. Result : 6.]

Ignoring the stairs leading upward for the time being, Ismael walks into the other sitting room. It mirrors the first, rug and pillows across the floor, with another opening off to the right. A curtain provides a barrier between the sitting room and the room beyond. He walks to the curtain and listens, peering through the gap between the fabric and the wall.

[DM checks room contents : 8 acolytes.]

The faint tinkling of glass and metal greets him. His eyes catch a glimpse of a kitchen beyond, a small group of people dressed in the same dark robes as the other two cleaning dishes. Ismael puts his axe away and wagers on talking to them first; it worked with the other two. He steps beyond the curtain, seeing the steps leading down into a cellar. Six acolytes work diligently and barely look up at his entrance.

[Monster Reaction : Uninterested.]

As the acolytes seemed uninterested about his intrusion, Ismael shrugs slightly and walks down the stairs into the cellar. Two more acolytes are busy taking inventory and checking supplies. Then he feels the familiar tapping against his chest. The heartbeat of what Ahmad had said was an Anchor. It pulls him toward a portion of masonry between two shelves.

Ismael presses his hands against the sandstone and feels one give under the pressure. An audible click. A door slowly opens. Beyond the door was darkness. A darkness made darker by the swirling particles of amethyst light that moved as if stuck in a vortex.

This was not a backpack...

[E Muzeki, Kashmir]

Ismael al-Tahir of the Awaliq, 1st level Lawful Alasiyani Ranger

Shoulder length black hair with dark eyes, the tanned ranger dreamt of living the life of a corsair. His sinewy physique wears a plain grey thawb and black sirwal covered by a mail shirt. Ismael frequently carries a spear and shield.

S 13 (+1 / 3:6 / +5%) I 08 W 10 D 09 C 12 C 11 (4 retainers / 7 loyalty)

AB +0 (+1 / +0) AC +5 / +4 without shield HP 6 / 6 MV 60' / 20'

Saves : D 12 W 13 P 14 B 15 S 16

Abilities : Awareness, Foraging and Hunting, Pursuit, Surprise Attack, Tracking (20%)

Languages : Common and Neutral

Gear (907 coins weight) : axes (2), backpack, chain armor, gems worth 50 dinar (15), gems worth 100 dinar (4), horizon walker token, jewelry worth 1950 dinar (2), lantern, oil flask (5), potion of healing (2), potion of invisibility, riding horse with saddlebags (carries jewelry (2, estimated 1950 dinar), 200 dinar, 220 coins weight), shield, short bow with quiver of arrows (20), small sack (2), spear, standard rations (8), tinderbox, torches (6), waterskin (1 carried, 2 on horse), 70 dinar, 3 dirham, 0 fal, 87 electrum, 73 platinum

1,341 experience