Shadows of Keron Episode 23: A Prince’s Life

It’s been a loooong time, but we’re back! It’s been about four months since the last Shadows of Keron session, due to a mixture of deadlines at work, family events, and Tenchi (AKA Gutz) running the first part of the Dawn of the Artefacts Shadowrun adventure path for us. But now, we’re back in the Dread Sea Dominions.

As always, I’m trying to balance a session writeup against avoiding spoilers for the adventure, which is GRAmel’s Shadows Over Ekul. The session began in a tavern (naturally) with a bar brawl (naturally) and a subsequent visit to the local potentate, who offered to overlook their misdemeanours if they would just do this one little job for him… and thus the party, currently reduced to Gutz, Nessime and The Warforged, found themselves on an Amazon-crewed hawk ship bound for a neighbouring city, en route to involvement in palace intrigue surrounding an arranged marriage and a royal wedding.

Not much scope for bloodshed there, you might think, but if you did you would be overlooking the known proclivities of Our Heroes.

-o0o-

The most memorable part of the session was the earliest, in which The Warforged found himself challenged to an arm-wrestling contest in a bar by a group of Lhoban sailors. Gutz amused himself by betting on his colleague with money stolen from other people’s purses and taunting The Warforged’s opponent (named Dragon), while Nessime shouted encouragement from the sidelines – she had decided that as a paladin of Hulian she ought not to use Lower Trait on Dragon to give her friend an unfair advantage.

The match ended in a victory for The Warforged, followed by accusations of cheating from the sailors. This was especially galling as The Warforged’s repeated attempts to use Puppet to force his opponent to concede had all failed. The obligatory bar brawl ensued, ended decisively in the party’s favour by an overpowered Blast spell from Guess Who, which killed most of the patrons and set fire to the tavern.

Gutz decided Dragon had put up a good fight, so dragged his unconscious body from the blazing building, emerging right in front of a patrol of Amazon warriors.

“Awkward,” said Gutz.

However, with no surviving conscious witnesses in earshot to contradict their story of accidental lantern spillage, and the Amazons only having seen them helping injured victims from the flames, they were escorted into the presence of the local ruler, Ulesir Shah, who said they would be well rewarded if they’d just do one little job for him…

“They always say that,” said The Warforged. He was for ignoring the mission and pressing on, feeling the pay was too low, but Gutz’ Hindrances argued against him giving up easy money or the chance to stay close to the drop-dead gorgeous Amazon leader for a couple of weeks. So it was decided that they would help.

The later encounter with river pirates was, of course, merely a courtesy detail; and by the end of the session, all three had achieved Heroic rank. I think this is now the most experienced party I’ve ever run under Savage Worlds; it’s interesting that the feel of play doesn’t change that much – SW is very tolerant of increasingly capable characters, with the basic Fighting d6 pirate still being a credible threat, and I can’t think of another RPG system where I could run a set piece battle with the party and a couple of dozen NPCs on one side and several dozen pirates on the other, and still finish it in under an hour.

The main change from the early days is that now Gutz has the full set of initiative-improving Edges, he usually draws 5-6 cards per turn, so we chew through the action card deck faster than before; but with a second deck of cards and whoever goes last reshuffling after a Joker, it has no real impact on play.

-o0o-

Finally, we had a new guest player for this session…

2013042702

At the right of the picture with the giant blue d12 you see Anna (Athienne) holding Leo (character’s name unclear, although it sounds like “Guh”), the latest addition to the family, who is one of the nicer reasons why our gaming sessions are shorter and further apart this year.

As you can see, we’re starting him early.

Beasts & Barbarians Adventures at February 2013

By request, here is a higher-resolution version of the map showing adventures in the Dread Sea Dominions. I had planned to tidy it up a bit, change the token colours and so on, but haven’t had time this week – I tell you what though, I’ll update it periodically as new stuff comes out.

There’s a key below the picture.

20130221DSD

KEY

Pale blue is my party, red tokens are official B&B adventures we have already played, green and purple ones we haven’t played yet – green are B&B adventures, and purple are from other product lines.

  • BDxx: Beast of the Dominions, where xx is the page number for an adventure in this location. Most of them can be easily relocated.
  • CNS: The Carnival at Nal Sagath (official location, we moved it to the Independent Cities).
  • CQC: The Cliff Queen’s Court.
  • CWG: City of the Winged Gods.
  • DoaT: Death of a Tyrant.
  • GE189: Vengeance of the Branded Devils, the adventure in B&B Golden Edition.
  • GW: Green World.
  • MNOG: Moonless Night Over Grimsdell.
  • SOE: Shadows Over Ekul.
  • SoS: The Skinner of Syranthia.
  • TitT: Thieves in the Night (in Savage Worlds Insider #3). And I just noticed I abbreviated that incorrectly on the map. Oh well, next time…
  • WHM: The White Haired Man Kith’takharos adventures, of which there are at least 10, all set within a few miles of a swamp village. Not strictly speaking Beasts & Barbarians, but they would fit in nicely. (The 10th one is in Savage Worlds Insider #4, if memory serves.)
  • WitB: Wolves in the Borderlands.

In my version of the Dominions, a hex is 125 miles; your hex size may vary.

Shadows of Keron–Season 2

Last weekend the group gathered, but we were all in a very low-energy state and spent the afternoon playing videogames and watching TV instead of tabletop gaming. Shame on us.

Still, this concealed the fact that I hadn’t actually planned out season two in any detail yet; I had, as always, a couple of emergency scenarios up my sleeve, but they’ll stay there a while longer, it seems. Rolling up my metaphorical sleeves, I pulled out Hex Map Pro and used a hex gridded map of the Dread Sea Dominions to place scenarios we have yet to play; then I thought, it might be useful to other GMs to see where they all are, so I’ll add the ones we’ve already done as well.

Here, then, is a map of the Dread Sea Dominions with all the Beasts & Barbarians adventures I know about marked on it – should be fairly self-evident, but there’s a key below the picture in case.

20130209DSD

KEY

The colour code is for my benefit; pale blue is the party, red tokens are official B&B adventures we have already played, green and purple ones we haven’t played yet – green are B&B adventures, and purple are from other product lines.

  • BDxx: Beast of the Dominions, where xx is the page number for an adventure in this location. Most of them can be easily relocated.
  • CNS: The Carnival at Nal Sagath (official location, we moved it to the Independent Cities).
  • CQC: The Cliff Queen’s Court.
  • CWG: City of the Winged Gods.
  • DoaT: Death of a Tyrant.
  • GE189: Vengeance of the Branded Devils, the adventure in B&B Golden Edition.
  • GW: Green World.
  • MNOG: Moonless Night Over Grimsdell.
  • SOE: Shadows Over Ekul.
  • SoS: The Skinner of Syranthia.
  • TitT: Thieves in the Night (in Savage Worlds Insider #3).
  • WHM: The White Haired Man Kith’takharos adventures, of which there are at least 10, all set within a few miles of a swamp village. Not strictly speaking Beasts & Barbarians, but they would fit in nicely. (The 10th one is in Savage Worlds Insider #4, if memory serves.)
  • WitB: Wolves in the Borderlands.

While Umberto Pignatelli says the Dread Sea Dominions are as big as you want them to be, based on his comments on the Savage Worlds forum I reckon a hex on the map above is roughly 125 miles. So that’s as big as I want them to be.

SEASON 2 EPISODE GUIDE

I want to send them down the eastern side of the big mountain range – they’ve already seen the west side on the way from the Independent Cities to Gis and beyond. I think we’ll start them with Shadows Over Ekul (4 sessions at our present relaxed rate), then along the north side of the Brown Sea, and along the Sword River towards Askerios, then by sea to Caldeia, which will take in five of the Beasts of the Dominions adventures (one session each); then a quick gallop through the Kith’takharos adventures, which between them add up to about 14-15 sessions. That gives a total of about 24 game sessions, which will take us to the end of 2013.

And as you can see, by now there is enough material for season 3, too. I fancy Jalizar and environs for that; since several of the party are involved with the Temple of Hulian, which has an interest in that city, it would be easy to send them there.

Of course, The Warforged now has a long-term plan to set up a real estate and giant fighting bird business in the former City of the Winged Gods. I think when the time comes for this party to retire, that is where he will end up, as an irascible and eccentric mage patron for future parties.

Shadows of Keron Episode 22: Vengeance of the Branded Devils, Part 3

I didn’t want to leave this one hanging any longer, so we pressed on even without Athienne and Garstrewt.

To recap, the players were tracking a group of bandits away from a village. Since Athienne is the only one who can actually track, the party were forced to improvise, and this really started to diverge from the script when their overnight camp was attacked by a Lizard Of Unusual Size – about as big as a rhino. The Warforged decided to grapple it, intending to add it to his menagerie (currently one giant fighting bird, one warhorse, and two desert scorpions).

After watching it drag him about the camp, yelling and flailing, for some minutes, the group decided to use a combination of Beast Friend and Puppet powers to gain control of it, which worked.

Under party control, the dominated beast tracked the bandits to their lair, whereupon The Warforged used "OMG It’s A Giant Fire-Breathing Lizard Attack" as a trapping on his Fear power to scare two of the guards into the open, Puppet to get another one to reinforce the trapping with shouted warnings, and Bolt to set fire to the nearby bushes. (I allow people to change trappings pretty freely, especially for powers like Fear and Puppet, which I imagine work using illusions).

All this flushed the enemy out into the open, whereupon Gutz took them out with archery and thrown axes. I have never seen blow-through with a thrown axe before, but now that he has Dead Shot he got up to 38 damage, and considering he had enfilade fire on them, his Quick Edge had seen him draw both jokers, and they were right next to each other, I did allow him to get two with one axe.

The 20-odd other bandits, still thinking they faced a giant lizard because of the warnings from the Puppet-controlled guard, formed a phalanx across the mouth of their cave lair, and were obliterated by a Blast spell, leaving the group with possession of the field. Throughout, Nessime had supported the others with Boost/Lower Trait and Beast Friend to control the LOUS.

Astonishingly, prisoners were taken this week – the first time ever, I think – and some NPCs and beasts were allowed to escape with their lives. They’re going soft, I tell you.

No spoilers on the Big Secret of the scenario, but The Warforged got a benny for working out what was going on just from the description of the cave. The party left with a prisoner of considerable interest to the Sister Queens of Ascaia, and the intent to share the Big Secret with the Temple of Hulian, who are well-placed to make use of it, but not with the Alchemists of Gis, whom they believe will misuse its power. Meh, they could be right on that one.

We leave them heading back towards Gis, although their actual destinations are undecided. Dramatically, it makes most sense if The Warforged goes to Gis, Athienne and Garstrewt return to Ascaia, and the rest of the party head for Jalizar; but we can sort it out later.

And with that, Season 1 of Shadows of Keron draws to a close. As a group, we’re taking a break from that for a while now, with the intent to play some Shadowrun and All Things Zombie. I already have enough material for another season, so I expect us to return to the Dread Sea Dominions sometime in 2013.

Shadows of Keron Episode 21: Blood in the Snow

A small group again this weekend although Athienne and Garstrewt did join in by Skype partway through. Since I still want them present for the denouement of Vengeance of the Branded Devils, I turned to the Viking adventure in the SWD core rulebook, transplanted it to Northeim, and advised the group that in a flash-forward adventure taking place after Vengeance, Gutz had taken his pals back to his home village to show off his bling and prove to his doubting childhood friends and family that he had made good.

The parallels with Beowulf were sufficiently strong to convince Athienne’s player, who is an English teacher, that they were in fact replaying that story. This was a theory close enough to be useful.

Nessime’s player sought divine intervention, and after a ridiculous number of raises on her Knowledge: Religion roll, managed to contact Ymir, King of the Frost Giants, and ask for his advice on the best route to the nearest ice troll. He answered truthfully, and after a long trek and a tough fight, they managed to kill a five metre tall ice troll. This would have been really useful if the ice troll concerned had had anything to do with the assorted murders and kidnappings they were trying to sort out.

On finally tracking down the miscreants responsible, adroit use of Puppet to start a brawl among the kidnappers and to mind-control the hostage through the party’s rescue plan (ensuring she went the right way at the right time), followed by The Warforged’s signature Blast power into the dogpile, resulted in a bloodless success for the group.

Pity about the ice troll, but its head has greatly increased Gutz’ reputation in his hometown, so not all was lost.

Shadows of Keron Episode 20: Windborn

Another short Savage Worlds session with few attendees this weekend, so I ran a flash-forward adventure after the end of Vengeance of the Branded Devils – the Zandorian adventure from Beasts of the Dominions. (I don’t want to finish Vengeance without Garstrewt and Athienne being there, as it might have been written for them.) As usual, no spoilers, but this is a nice four-page adventure featuring one of the titular Beasts.

The party made short work of most of the encounters, thanks to the careful use of Puppet and Blast powers by The Warforged, Boost Trait by Nessime, and thrown axes by Gutz. A hostage was rescued, bad guys were fried, a considerable quantity of bacon was taken as loot, and only the Big Bad caused any real problems – you have to be canny how you take the boss monster down.

They weren’t canny, but they pumped enough Blast and Bolt powers into the boss that it didn’t matter. Peace, as they say, through superior firepower. Although they did get covered in filth as usual, and Nessime realised that she no longer has the Holy Handkerchief, which she successfully delivered to the Ninth Alchemist a couple of sessions ago.

The Warforged, being the character who plays most often, is a few experience ahead of the rest and has just reached Heroic. Since I expected the campaign to go a few advances into Legendary, this is almost exactly the halfway point; he has expressed a desire to retire as one of the Alchemists of Gis. We’ll see, plenty of time for that later.

A short, simple scenario with three players is just in the sweet spot for me, and I think that is more about my style as a GM than anything else. Regardless, as often happens with the Beasts & Barbarians scenarios, I find my normal jaded attitude replaced by enthusiasm and a will to play. I can’t decide which I’d rather play, SW or 5150; mind you, I don’t have to – I can play both, and more.

Shadows of Keron Episodes 18-19: Vengeance of the Branded Devils

An unusually long session this week, in fact two sessions back to back. In the first one, the party polished off Wolves in the Borderlands, although they made another enemy in the form of a Caled druid. In the second, they reached Gis, unloaded the Holy Handkerchief of St Veronica for laundering, and were then summoned by the Ninth of Twelve, one of Gis’ master alchemists, who sent them on a mission into Zandor, allowing me to run the introductory scenario in the setting book, which might have been tailor-made for Athienne and Garstrewt.

No spoilers, but here’s pretty much what I said after they had set a trap for some bandits in a small village… You know the village I’m talking about, Umberto…  Smile

“So, if I understand you correctly, this is your plan…”

“The Warforged is concealed in shrubbery outside this hut, holding on to a rope you have buried in the dirt; as the bandits ride into the village, you will pull the rope taut, unhorsing the leaders. Garstrewt has moistened the same area with oil and is hiding in the hut opposite with his McGyvered catapult, ready to launch a burning cloth or something into the oil. Abishag has loaded his Potion of Blast, which he bought in Gis, into a sling and will fire it at the bandits while they are getting up and sorting themselves out. Athienne is standing here, where everyone is inside her Command radius.”

“By the way, you do realise that will have no effect whatsoever, as the rest of the party refuse to acknowledge her as leader. Yes? Doing it anyway? Fine.”

“Meanwhile, to entice the bandits into the village through that opening, Alihulk and Peter Perfect are displaying themselves doing manly things to show what good slaves they would make. Specifically, they are sitting on the pile of cabbage you brought to the village, drinking beer.”

What could possibly go wrong? Not much, as it happened. They even took prisoners, although The Warforged and Alihulk interpret their Bloodthirsty hindrance to mean not only can they not take prisoners, but nobody else in the party can, either; so the prisoners lasted about 90 seconds, that being how long Alihulk’s player (who has medical training) advised someone would take to bleed to death through a severed brachial artery. As he said later, “Cutting people’s arms off is not a viable interrogation technique.” As The Warforged replied, “I’m not trying to interrogate them.”

It astonishes me sometimes what the party are vicariously capable of; but when some years ago I researched what their actions would really mean and described it to them in detail, it was not much fun for anyone, so now I just drive on.

If only the party would acknowledge a leader, he or she could order them not to do things like that; but they won’t. See previous comments re: Number of Scoobies in party… Fortunately, Athienne has good Tracking skills and a background allowing her to use Common Knowledge to figure out some of what’s going on. Meanwhile, the posse has saddled up and is riding out after the bandits, following their tracks back to wherever they came from.

Shadows of Keron, Episode 17 – Wolves in the Borderlands

After a long hiatus over the summer, the campaign is restarting; the regular Saturday session last weekend found Our Heroes in the Borderlands, en route to Gis.

Wolves in the Borderlands is the scenario that persuaded me to buy Beasts & Barbarians in the first place, so it’s special for me. It’s very reminiscent of Conan’s adventures, and in particular Beyond the Black River.

People turned up late, and it took a while for the group to shake down (mostly because the first couple to arrive started playing Trine with me while we were waiting, and we got a bit carried away with it), but we eventually got started, and they pursued a group of Caled kidnappers into the Black Forest. A certain amount of violence ensued, followed by a hasty escape through the rain, and the party are now holed up overnight under a large oak tree. Garstrewt is cautiously sipping the stagnant green water caught in the branches, and The Warforged has declared an intent to chop it to pieces, because he has convinced himself their main enemy for this session is hidden in a cave beneath it. Everyone is covered in mud, and Garstrewt is also covered in decayed human remains from  an earlier explosion.

I have given up keeping track of the state of the Holy Handkerchief, which also has those substances smeared on it from a surprisingly successful Greater Healing attempt. Suffice to say that a 40 degree delicate wash is not going to cut it.

Reflections on Campaign Pacing

The rate of progress is somewhat slower than I expected; now that I have a longer baseline, I can see that we’re actually averaging just over two sessions per month rather than the three I expected earlier; they will reach Gis in a couple of months, and I still haven’t figured out what I’m going to do with them there. Maybe I should just gloss over it and take them straight to Jalizar, which would be a good place to settle them down for a while.

Reflections on Group Makeup

If you haven’t read Lise Mendel’s piece on Designing Your Team the Scooby Way, do so now. I’ll wait.

Finished? Good.

When I look at the group, I think we have the following:

  • Fred: Peter Perfect the Paladin.
  • Daphne: Athienne, Nessime.
  • Velma: The Warforged (in combat).
  • Shaggy: Abishag, Alihulk, Borg, Gutz.
  • Scooby: Buster, Garstrewt, The Warforged (most of the time).

The overall team mix varies from session to session, depending on who turns up. The usual core team is Daphne, Shaggy and Velma-Scooby; sometimes we get another Daphne and another Scooby, and less often more Scoobies and a Fred. As you’d expect from that and Lise’s analysis, the group goes so far off-piste in the average session that it’s hard to tell where the piste was originally, which means there isn’t much point me spending a lot of time making them a nice, clean piste.

Most of the last session was taken up with Garstrewt trying to persuade one of the NPCs that he had built The Warforged, and the subsequent argument between their players. For the next campaign, I must make a more forthright statement about the tone I’m aiming for; maybe that will make a difference. I should also deprecate gnomes and warforged in any subsequent fantasy game.

But: It’s just a game. As long as everyone’s having fun, you’re doing it right.

Hex Map Pro and the Dread Sea Dominions

One of the first apps I bought for the iPad was Hex Map Pro, which turns it into a game board (£2.99 from the App Store). You can use the built-in facilities to create a board, which are limited to colouring in squares or hexes; or you can import a picture, rescale it, and overlay a grid on it. Then, the app lets you create and label counters to move around the map. There are no built-in rules, so it isn’t tied to a particular game; and no automation, so it’s easy to work out.

I intended to use it for playing THW games without having to haul out terrain or minis, and you’ll see some examples of that in due course. It took me a while to realise how useful it would be for other things, though; here’s an example screenshot.

DSD_Hex

I loaded up Beasts & Barbarians Golden Edition on the iPad, and took a screenshot of the map, which I saved as a photograph. I cropped off the margins using a free picture editor map, then imported it into Hex Map Pro. I then resized the picture so that it was about 30 hexes tall, which in my version of the Dominions makes one hex about 125 miles (that makes it easy to zoom in to 25 and then 5 mile hexes if I ever want to do that). Finally, I saved it as a new gameboard in HMP, and created one token (the green one labelled “Party”) to show the group’s current location.

One screenshot later, you get the picture above. I like it.

(I remember doing the same thing in the late 1970s with a map, a photocopier and a plastic sheet that had hexagons printed on it. This is a LOT faster and easier.)

The Chalice of Tishab: Jalizar, March 2510

Here are the first couple of scenes of this PBEM scenario, run in the Beasts & Barbarians city of Jalizar, but using Labyrinth Lord, Red Tide and Mythic instead of Savage Worlds. Compare and contrast with the adventure Gratitude of Princes, occurring simultaneously in Jalizar, but using Savage Worlds and Larger Than Life. Because I can.

I wanted to show how I set these two zero-prep PBEM games up, and how the first couple of scenes went, as examples of what can be done with my toolkit; having done that, I’ll let them fade into the background, and focus on face to face and solo play. I’ll give you summary updates as and when there is a lull in the fighting in the other games; we have a rash of weddings and wedding anniversaries coming up over the next few months, so it should only be a few weeks until that happens.

SCENE 1

Our hero is Stan, 1st level human thief. Stan’s first goal is to get some money, his second objective is to engage a stout retainer to act as a meat shield, as he is concerned about only having 3 hit points.

The first is easy, or relatively so; Grandfather Yusheng does not let hands stay idle long, for the hands must gather money to feed the mouths, yes? He summons Stan to his office, which smells of incense vainly trying to cover the odour of fish.

“Stanislas,” says the Grandfather after the usual pleasantries, “It is time for you to begin earning money for the Society. One hand washes the other, yes?” Stan nods.

“Well then, I want you to recover something for me. A common thief, not someone associated with our Society, has stolen a precious item from a lady under our protection. This is not to be tolerated. You will recover the object, and ensure that Stern Master Jing is able to teach this ruffian respect for us.”

Grandfather Yusheng goes on to explain that the object is a cup of mottled peach and lavender jade; that its rightful owner is the lady Aspasia, a wealthy matron, of a certain age yet still lovely; and that she is most insistent it should be recovered immediately.

This is the Chalice of Tishab, from Pacts of the Wise, of which more shortly.

“Your test of initiation into the Society begins,” the Grandfather continues. “Now: What else do you need, or need to know? This answer, too, is part of the test.”

Stan politely enquires of Grandfather Yusheng if it is known where the miscreant can be found.  Also, do we know if the item has left his possession yet?  Is he associated with another organisation?  (i.e., is Stan in trouble if he stiffs him?)  How does Stan identify him?

At this point, I pull out Mythic and turn to the Fate Chart, which I use to answer Stan’s questions. Note a key principle of zero-prep play here; the player is doing the work of generating the scenario. This also ensures that play develops in a flow that seems (a) logical and (b) congruent with the player’s expectations.

Does Yusheng know where the thief is (I have no preconceived ideas, so I set the Odds row to 50/50, and cross-reference it with the default Chaos Factor of 5)? I make a percentile die roll, 23, and looking up the intersection of the column and row I’ve selected on the Fate Chart, I see that 23% is a “yes”.

Does the thief still have the item (A Near Sure Thing)? 48% – yes.

Is the thief associated with another organisation (No Way)? 47% – no.

How does Stan identify the thief? Hmm. Logically, to know where he is, Yusheng must know who he is. I don’t, and don’t need to, yet.

Does Yusheng know who he is because in his ignorance he has approached a fence associated with the Fish Heads (50/50)? 04% – exceptional yes. Using the NPC tables in Red Tide I determine that this person is called Liu and is always snuffling. OK then, Frozen Liu, known for the unsafe brazier which always glows at his feet, and his continuous feeling of being cold.

None of these percentile rolls came up doubles, so there is no random event. This is the only rule of Mythic that I keep forgetting, so I mention it here mostly to remind myself. I think it should be mentioned in a footnote of the Fate Chart, for vague folks like myself. But I digress.

“Good,” says Grandfather Yusheng. “I do not know where the thief is now, but at dusk he will be at Frozen Liu’s pawnshop; in his ignorance, this fellow approached a pawnbroker associated with our Society to sell the cup. Truly, the gods favoured us this day. So, you can tell that the thief is not himself associated with any of the organisations we know about, or he would have gone elsewhere; and also that he still has the cup, or he would not need to sell it. Frozen Liu can point him out to you when he enters.”

I wondered whether pawnshops would be anachronistic, so paused for a quick Google, and discovered that pawnbroking as a business goes back at least 3,000 years, and most British law relating to them is based on Roman jurisprudence. Who knew?

“Will that be all?” Yusheng’s poker face, and the clouds of foul-smelling smoke from his incense burner, mean Stan cannot tell whether he expects more questions or not.

I update the Chaos Factor, which stays at 5 as Stan is no more or less in control of events than before; the Character List, which now has the four basic NPCs from before, Lady Aspasia, Frozen Liu and the as-yet-unnamed thief; and the Plot Thread list, which now has “Recover the Chalice of Tishab” on it.

SCENE 2

Stan makes his way to Frozen Liu’s pawnbroker emporium, where he finds Liu snuffling (as always) and huddled around a burning brazier, muttering to himself about how cold he is, and how expensive fuel is. Stan introduces himself, and explains the player’s plan.

“If this person leaves with the cup, we might not get it back, and if I don’t trap him in the shop he can flee – and I run the risk of losing him. So, honourable Liu, I would ask you to buy the item.”

“Whaaaaaat?” asks Liu, aghast at the thought of paying for the chalice and then having Grandfather Yusheng relieve him of it.

“Calm yourself, Father,” Stan continues, before the expected explosion can occur. “Once you have the cup, I will meet this fellow inside the doorway and pick his pocket. We shall get the cup back for its owner, and get your money back for you.” Or, he thinks to himself, I die gloriously trying to stop the thief when it all goes horribly wrong. Either way, he is determined not to let Grandfather Yusheng down.

I begin by rolling 1d10 vs the Chaos Factor. I get a 6; since this is more than the Chaos Factor, the scene plays out as expected, rather than becoming an Altered or Interrupted scene.

Does the thief arrive at the pawnshop as expected (Very Likely)? 97% – Exceptional No. I make a mental note to increase the Chaos Factor at the end of the scene, as Stan is now losing control.

Does someone else come instead (50/50)? 17% – Yes. Oho, a new NPC.

Is it a friend of the thief (50/50)? 04%, Extreme Yes. Hmm. Why send someone else?

Is the thief expecting trouble (Very Likely)? 31% – Yes.

Did he send a tougher friend to make the exchange? A thug maybe? (Likely) 96% – Extreme No.

A wizard, then? (Unlikely; how would he know one?) 46% – No. Here you see one possible down side of Mythic; you can flounder around for some time before you get to the next answer.

How about one of Aspasia’s maids (50/50)? 71%. I’m getting bored now, so I use GM Fiat to overrule this. Yes, it’s a maid. She is attractive, because this is pulp, and in pulp any new female character is either (a) good looking or (b) hideous; I think this must be the thief’s girlfriend, so therefore cute, and they plan to use the proceeds of the sale to escape together. The thief knows that by now he is a hunted man, but hopes the girl may not yet be a known accomplice.

Dusk comes and goes, and Stan waits in vain for Frozen Liu to tip him the wink about his target entering. Stan amuses himself by memorising, as far as he can, who enters, what they drop off, and how much Liu offers in exchange. You never know when that will come in handy.

It comes as a surprise to both Liu and Stan when an olive-skinned young woman enters in a cloak, looking over her shoulder in a way that catches Stan’s eye – partly the normal reaction of a young man to a pretty girl, and partly the reaction of a trained thief to someone who thinks they might be being followed. He catches a glimpse of a silver slave collar, a plain dress under a dark green cloak, a smooth, symmetrical face with full lips and flashing brown eyes, and shoulder-length, curly black hair.

The shop is deserted, apart from the three of them. The girl approaches the counter, and pulls an object from inside her cloak; it is the chalice.

“Our mutual friend is indisposed, but he told me you’d be interested in this cup,” she says. Liu appraises it closely.

“It is unlike any I have seen before,” he muses. “Well-made. No maker’s marks. Heavy jade. Hmm. How much do you want for it?”

I look up the equipment list on p.16 of Labyrinth Lord and decide it is equivalent to a vial, worth about one gold piece, if you don’t know what it does.

Do the thief and his girl know the chalice is more than it seems (A Sure Thing)? Yes.

The girl takes a breath and squares her shoulders, obviously screwing up her courage. “A hundred gold,” she says, firmly.

“Girl,” Liu laughs out loud, “I grant you it’s well made, but it’s just a cup. I’ll give you a silver for it.” Stan mentally pegs this as about 10% of what a new one would cost, and decides that Liu is expecting to haggle, and would eventually pay perhaps three silver. The girl’s face falls.

Does she run out in tears (50/50)? 66%, no, and because I rolled doubles, a random event. Oh goody. Now I pull out the event tables, and roll 47 for the Action, and 74 for the Subject; Travel and Liberty. This fits nicely with what I think she needs the money for, but I’ve already decided that, so I think instead she’ll drop a clue for Stan.

“But… but we… I need that money. We have to get away. And I know it’s worth more, a lot more, Lady Aspasia keeps it locked up all the time.” Liu snorts.

“What you need it for is not my concern. What the Lady does with it doesn’t matter. Two silver; no more.” The girl haggles in a spirited manner, but Liu won’t  budge.

At length, she storms out, calling over her shoulder: “May the worms eat your eyes, you miserable miser!”

End of scene 2. I update the Chaos Factor to 6, add the girl to the NPC list, and leave the plot thread list alone because I don’t think a new thread has emerged. All of this took longer to write up than it took to play.

Stan is still lurking by the doorway, affecting interest in a moth-eaten quiver. What next, I wonder?