Three ways to play – comparing unit based fantasy wargames

Recovering from an operation, I have been limited, part down to what my arm could do, partly down to poster operative fatigue interfering with my concentration. So all my possible ongoing projects seemed too concentration intensive, and too much set up and break down. So I decided to compare three sets of wargames that can be used for historical, but have a strong fantasy element and compare how they performed. I needed several sessions to do this, over three weeks, because of brain fog. I don’t think any of my posts has the version save count of this post.

The three games are

Those three were chosen because they are scale agnostic games, using units all on a fixed base width, so I can use the counters supplied with Mythic Commander for all three, and they have mechanisms covering command ability.

TL:DR – I like all three. Mythic Commander I would keep for a travel or quick set up game. Fantastic Battles or Midgard Heroic Battles are both excellent choices for a game, with decent command friction and are streamlined, quick but decent feeling rulesets. I will keep playing both, but I prefer Midgard.

TL:DR the TLDR?

They’re good games, Brent!

The set-up

The units and situation is artificial, and the unit choices constrained by the army building rules of Mythic Commander, the first set I built for, as I was using their counters and paper battle mat to fight on.  The counters supplied with the game do not give enough matching units (in colour and layout, there are enough of the types, but they are given with multiple troop layouts and colours)  to be easily distinguished by my aged eyes, so I printed off enough matching counters. The playmat is gridded, but that is only relevant to Mythic Commander.

Both forces have the same equivalent units for their army type, leaders where appropriate, perhaps some special items to make the points cost eqivalent. The leader of one force will be a Mage. The rest of the army will be three units of missile troops, three of normal warriors, the remaining three are house guard types.

The experiment is more about how the armies handle and how the results seem given the circumstances the armies find themselves in.

Unless amended to suit peculiarities of the rules I am looking at, the armies are divided into three divisions

Army of Cadwyr the Necromancer

Advance Guard

  • Rhodri, Bane of Legend
  • Three units of Archers

Cadwyr’s guard

  • Cadwyr, Necromancer and commander
  • Three Units of Heavy Household Guard

Rearguard

  • Banhyr the long dead
  • Three units of Warriors

Army of Earl Raedwald, Earl of Markia

Left Wing

  • Thegn Alfred
  • Two units of warriors
  • One unit of archers

Centre

  • Earl Raedwald
  • Two units of Huscarls
  • One Unit of Archers

Right Wing

  • Ceolwulf the Sharp
  • Ceolwulf’s Huscarls
  • Unit of Warriors
  • Unit of Archers

The Battle set-up

The Cymric Necromancer Caedwyr is moving to try and get his revenge on the Saxon Invader, and has raised an army, literally, to seize the Saxon Eorldom of Markia.

His army is in marching order when it enters the field, but Eorl Raedwald has had warning, and his forces are arrayed in the way. Cadwyr needs to exit the map with at lreast three units, after all, he can always raise more troops with his Necromantic skills.

Mythic Commander

The basics

Mythic Commander rulebookThese rules are geared to fantasy. Army building has a bit of a Small World feel, as you choose units from a list with a characteristic that gives it a special rule, and can be modified with updates, either updates from a list for its culture (eg ‘Advanced’ or ‘Barbarian’) updates, or general updates available to all.

There isn’t command friction in traditional terms, you can activate all the units in a round, but you have a hand of cards, that refreshes to your limit each round, that can be used to execute special orders or carry out a reaction move, or spent to boost your chance of winning initiative for a round. Movement is by grid square, with a turn of 90 degrees being a move.

Starting position of units of testing Mythic Commander, with counters arrayed in their divisions, dice tray to the left, turn counter to the right, and Command Cards and magic cards in view

Initial disposition of forces, and the command cards, turn counter and spell cards There is also the FORTUNE OF WAR card

Unit durability is its “Strength” attribute, which, for non-hero units, is also the number of attacks it has in melee or for missile fire. As Mythic Commander has alternating activation,  having the initiative can be key as, unless your opponents plays an Interrupt card, the target of a charge or missile fire will suffer wounds before it can attack back. You score hits by rolling a number of d6 equal to the Strength dice, if a die is equal or greater to the melee or missile skill equals a hit, armour saves work similarly, roll a die for each hit equal or over the Defence skill, is negated.

The last thing for now is that there are decks of magic cards for different colleges of magic, as a Necromancer, Cadwyr, naturally has access to Death Magic. Summoning new troops can put the army in breach of the army building rules, but that’s the building rules, I could not see anything in the rules to prevent that happening, apart from the limit that reach spell card can only be played once.

Battle is joined

Three cards on one side, two on the other, and dice rolled, but the side with more cards rolls poorly on the dice

Saxons spend more cards, but do not win initiative

Despite the Saxons using cards to boost their initiative roll, the Undead win, and start to move into a fighting line as the Saxons advance to a better position to hold the road and start shooting the undead. The Undead’s line was not the best they could have been, as Mythic Commander does not allow units to interpenetrate.

Missile fire can be deadly, so a good incentive to close, and cards that allow multiple units to charge can be very handy. Counter charge got to be the most sought after card, as that makes charge combats simultaneous.

Despair card showing text, and the RETREAT markers inflicted on the centreCadwyr’s most useful spell was “Despair”, which causes any adjacent enemies to check morale at the bookkeeping end of the round. When played, this caused the centre line to retreat. This was a risk, as Cadwyr was attached to a unit, so using the spell as the activation meant that the unit could not attack. The retreating Saxons were saved by Ceolwulf, however, rushing in and rallying the centre, including Raedwald, and managing to hold off attacks until the line could be restored.

centre of the field, the remaining units are pivoted 90 degrees from how they startedThe lines as a whole pivoted about their centres, about 80 degrees, which seems reasonable enough, each having success on their right flank and pushing ahead. The undead captain Banhyr was sent back to the grave as axes smashed the bones of his guard annd him, elsewhere, though the Saxons were suffering many casualties, the undead were suffering worse, and the end was called there, as three units would not be able to exit the map.

Thoughts

This is a fast rule set, the somewhat restrained “buckets of dice” works well, the dice rolled to hit can be picked up by your opponent and used for save rolls, adjustments are few and plain. The card system, improved from “Airfix Battles”  keep it fresh, giving options, and there is the Fortune of War card, which gives the holder a reroll. This flips from player to player as it is used, so it can, tactically, be worth holding onto it if you want to deny your opponent a reroll when you are hitting them hard.

It is abstract but, whilst it can be used with figures, being a complete set that can be packed away relatively flat is a good strength to have, though it is a pity Modiphius have not sold extra maps or square marked terrain pieces for a bit of variety.

Fantastic Battles

The basics

Initial dispositions, dice, tape measure and rulesThese rules are sold as a fantasy rule set, but there are historic army lists to show that, stripped of the fantastic, they work for battles from Antiquity to the Renaissance. The rules are simpler than they might appear from the layout and, once you have established the answer to a situation, you usually don’t have to check that again.

Units can act as individual companies, or as grouped together with identical, more resilient units, at the cost of flexibility of action. Heroes act as commanders, units not within a command radius of a unit will act according to a random table, unless constrained by a trait. All companies have a standard base width, which is the basis for all measurements in the game.

A turn is SHOOTING, ACTIONS, MELEE.

  • Shooting is conducted alternately, first Attacker then Defender and back and forth
  • The Action Phase works by pulling a token from a bag and activating a commander of the side whose token is pulled, though the first token drawn for a side always activates their units currently out of command distance. This is where movement, rallying units, casting spells or even heroes challenging others can take place.
  • There is no separate “charge” move, coming into contact triggers melee (though unactivated units can react to a charge), and melee combat is resolved but any effects of any losses do not take place until the end of the turn.
  • Units get a number of dice to roll when attacking, if they equal or exceed the defence, a hit is scored, reducing the “Resolve” of the unit. Reduce to zero, and the unit is scattered.

Bolt Action dice getting a workout for Activation Tokens

Battle is joined

Cadwyr’s undead enter in three lines, archers to the fore, household guard in the centre, warriors to the rear. The guard are a single group of three companies led by Cadwyr, the other lines have their own leaders, the units being single companies. The guard have long spears and big shields giving them more effective attacks and defence from the front.

The Saxons are in three groups, archers to the front, awaiting to see what the undead do. The Saxon Huscarls have big axes, reducing the effects of any defence.

Units in Cadwyr's army suffer more from mishaps as units are out of position from their original dispositionThe first thing to do is roll for pre-battle mishaps, in this case the Saxons had one unit get a bit excitable and head a little in advance of the line. The undead suffer more, surprisingly, with two units of warriors arriving early, one halfway across the field of battle, and one group of archers, containing their leader, to the rear.

The stranded undead warrior unit, out in far in advance of its line, as undead, will just sit there until it comes intro command radius again, and has to endure Saxon missile attack. It does so reasonably well, Undead are hard to damage, but they are also slow, so it is gone by the time the rest of the army gets into formation and advances. The Undead, being infantry, took a good few Actions to shake themselves out, and with enough missile fire, even the tough undead took some hits over time.

Eventually the lines clashed, and the long spears and shields of the Undead Household Guard prove effective, but the shields might as well be paper against the heavy axes of the Saxon Huscarls. The warriors, both living and walking dead, are more evenly matched, though still the living, being more active, have the edge over the undead.

However the earlier archery proves to have been decisive. The losses inflicted on the undead left some units fragile, and they were soon outnumbered allowing the faster humans to get around the flanks and rear,  and gang up on the walking corpses. Again, Cadwyr does not exit with his three units, he has lost lieutenants as their units crumble, and he loses.

Thoughts

This is my first experience with these rules, and I am sure I got stuff wrong, and I did not use the full range of unit types, nor yet the Campaign rules, but I was trying the basics, moving and fighting units, and command friction, if any.

They worked. Movement is simplified, in a good way, so less maneuvering and corkscrewing of some systems and more “is where you end up no further than your movement allowance?” Though it does get slightly trickier for units comprised of groups of companies if they want to wheel in formation, group formations still have relatively simple and sensible movement rules.

I was surprised that units who have used missile fire can still act in the Action Phase, they don’t seem to be under the same Activation and command restrictions that take effect in the Action Phase, which is unlike how a few rule sets do it, and glad to see that similar units can have such a different feel to them.

First time with these rules, unlikely to be my last as I want to try them with a bigger battle, either in Middle-Earth or some mystical battles with Normans versus Saxons, get some monsters and actual cavalry involved.

Midgard Heroic Battles

The basics

Midgard is aimed at battles where hands on leadership and inspirational acts of heroism hold the army together, though leaders are not themselves superheroes, they do not themselves cut through units. The turn is basically

  • ATTACKERS MOVE AND ATTTACK
  • DEFENDERS MOVE AND ATTACK
  • ANY MISSILE FIRE REMAINING HAPPENS

Armies need to be grouped in three divisions, each with its leader, so I amended the divisions of the Undead slightly, as only the army commander can command units not in their division. I swapped a unit of Warriors with a Unit of archers between the Left and Centre Divisions.

MIDGARD rules and initial disposition of counters and dice tray in the centreDistances in Midgard are all based on the “Spear throw”, which is the same as the width of a unit base. All the units in this test are infantry so, undamaged, they can move one Spear Throw. A second move, or a first move when they hsave taken casualties, need Command Tests. Some units are more disciplined, and heroes can expend “Heroic Deeds” to try and overcome reluctance. Turning a unit is not complex, like Fantastic Battles you can turn as you move as long as no part moves further tha the movement allowance, but a 90 degree turn is your unit’s move.

Armies have Reputation to measure morale and cohesion, losing heroes, losing units, or refusing combat loses Reutation, leading from the front and heroes winning single combat earn Reputation. If Reputation hits zero, the Army is gone.

Combat involves a number of dice, usually 12 for close order units, each 5 or 6 is a hit. Defence is a threshold, for each number of hits equal to armour, a point of damage is done, and the only “save” roll you get is uf you have nearby supporting allies. Losers retreat, but not the undead, who instead take more damage, naking them more fragile.

Battle is joined

Earl Raedwald seeks advice from the army’s priests, and they pray for guidance, and tell Raedwald that surely the Omens are good, the army is cheered (gaining 2 Reputation).

The centre line is disrupted trying to move into pisition

The undead take time to shake themselves into a fighting line. Some ambiguity in the Necromancer’s commands must have led to the failed command tests, but eventually the line is set, with Cadwyr and his guard more to his army’s right, the intended Left Wing providing support and some missile cover.

The Saxons put their archers forwards and advance. At long range, archery is not very effective, especially against armoured opponents, and as the lines close, the archers retire. Missile fire is still worthwhile, and if they cause hits, even if they do not cause casualties, they trigger Command tests which can cause the target to retreat.

The Saxon hero’s blows strike true, the undead, for all their years of experience, go wide

The Undead hit first, Rhodhri and his unit of Warriors charges to the attack, gaining Reputation, he is called out in Single Combat, and is butchered by Thegn Alfred. The Undead lose Reputation and the Saxons gain some.

In the ensuing combats though, the heavy Undead Right push back the Saxons. where the Saxons do the same in their Centre and Right. Saxon warriors and Archers on thre right fall, as well as Alfred, but in the rest of the battle Undead have been destroyed, and they are losing. The initial Omens and Single combat bonus to Reputation are keeping the Saxons in the fight.

It looks like the Undead have made their breakthrough and will win, getting their three units off the field but at the last minute, Raedwald and his Huscarls manage to destroy Cadwyr’s Guard and Cadwyr himself. The army loses its last Reputation but, without its Necromancer, the Undead are lost.

Thoughts

I have been playing Midgard for a couple years, and really enjoy them, so I am definitely biased towards them, they are quick, fun and rewarding. It is the first time though that the inability of units from other divisions to be commanded by anyone other than their own commander and the Army Commander has been such a problem, give the Undead’s initial disposition.

As Archery hits do not combine, there is little chance of them causing casualties, but hits to a unit can be disruptive, as they cause Command Tests to be taken and, if failed, the unit retreats, and a chance to injure any heroes attached to the unit, which I think is a nice way to solve the usual balance arguments over archery in wargaming.

I think the morale system in Midgard is an amazing strength of these rules, leaders get a chance to counter loss of motivation and morale, as even leaders noted for keeping apart from the action to keep an eye on the battle could get stuck into the action if things became desperate.

Comparisons

Army design and flavour

All three let you design armies that feel and handle differently from each other, even with the limited troop type. Of the three, Mythic Commander, felt like it had the least differentiation between line troops of the armies, but the Death magicmagic rules made up for that.

The flavour Midgard Heroic Battles and Fantastic Battles give Undead give undead seems fair but harsh, as they disintegrate faster rather than retreat. If I was facing an Undead Army in Fantastic Battles, I’d be aiming to destroy the leaders and the rank and file skellies just hand around doing nothing.

Commanding and manoeuvring troops

I think which form of command you prefer might depend how the battle is developing. The Fantastic Battles command system lets any leader command any troops within range, but if a leader is killed, then thet will do random things or, in the case of undead, will just stand there. Midgard Heroic Battles lets units move out of command, but not having that ability to let new leaders take over might make generals sad. The Mythic Commander initiative bid and card system is definitely more game than simulation, but introduces card play fun and surprises to the mix with Special Orders and Interrupts.

How you feel about the activation system will depend on you. Midgard Heroic Battles makes a decent compromise between IGOUGO and simultaneous combat, the others have alternate activation which can get a bit unrealistic as you have a build up of reactions to units moving to each other when in reality the moves would be simultaneous and reactions delayed.

Two being alternate activation and Midgard not being pure IGOUGO and allowing reactions because of traits or commans options keep all of these from being exercises in frustration from the point of view of the non-active player, and the level of control seems fair.

Combat

All three use “handful of dice” for resolving combat, which is a style I prefer to just one or two dice and consulting pages of modifiers, instead you just add or remove dice as required by circumstance, and both sides get to engage in a melee phase, though charges might get you advantages, so there is still that dance of maneuver as units want to be the one to make the charge.

For Mythic Commander and Midgard (if you have support), you can pick up the same dice that score hits to roll saves, which is a usual feature of “handful of dice” games that I appreciate for its simplicity.

Mythic Commander is the only one of the three whose durability is so obviously reflected in its force when attacking, though losses in Midgard Heroic battles can affect the ability to get the unit in a position to attack. Although this is a fairly common system, being used to other rules where the unit has a constant attack ability, presumably as rear troops filter to the front as they receive losses, until they either lose so many that it is reduced, or the unit ceases to be effective. It works for the game, but it does keep it more of a game than the other two. Even figure removal systems don’t tend to lose attack dice until the front two or three ranks are depleted.

Of the three, Midgard I find handles missile fire best. For most of the time where it can have an effect, that effect is disruptive rather than lethal, at least for well armoured units.

Conclusions

Trying to do a proper comparison of these was hampered by my muzzy brain, for both the length of time taken to play them all, and trying to remember the earlier games when it came time to write things ups.

All three of these games give a believable conclusion based on what happened during the games, and, more importantly, were fun to play with rules that did not need constant checking. Mythic Commander is loosest in terms of Command friction, but it still relates to the leaders on the field Maneuvering takes time,

If I was forced to pick one only to play, I’d ask you not to make me choose, but if firearms were pointed at me, I’d pick Midgard Heroic Battles over the other two. It is more flexible, the mix of characters as heroes and leaders are better on all counts than the other two. It might only be slightly, compared to Fantastic Battles, but it is better, in my opinion.

I like the other two, and will keep playing them. Again, if forced to pick between Mythic Commander and Fantastic Battles, then Mythic Commander  falls to the bottom of the list, if only because of the lack of support, no downloadable and printable terrain pieces to fit the squares, no army builder or pre-made lists and that Strength loss means less Attack dice mechanic.

Posted in Foldable Wargaming, none yet, Solo Wargaming, Wargaming, Wargaming | 5 Comments

Write-up 12th Dec 2024 – I’ve changed the deal, maybe we can change it further

Returning to Yayhil, chief of the marsh Kurrim, with the head of the river-dragon on Utana’s spear, she surprised them by calling in other Kurrim, dressed in Zhuezhi fashion, who denounced them as imposters, the same folk who had assaulted them on Uktannu’s ship, taking the smuggler prisoner.”

Our cast

  • Utana – Noble of the Rule of Haraxa, Agent and Acting-Databdara (Magistrate) of the nation
  • José Juan – Foreigner from the far west, warrior, healer and Agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule
  • Fetnah – Shaman from a long time ago, and a forgotten and lost land, and agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule

Absent

  • Jalabu – Noble of Dilmun, Merchant-Adventurer and agent of the Rule.
  • Farshad – Merchant of the Rule of Ishtir, musician and Agent of the Rule of Haraxa
  • Arpaesis – From the far western land of Ta-Khemet, student of Arcane Lore, and agent of the Rule, currently studying books of Lore
  • Dhran the White – of humble origin in Ishtir, warrior, agent of the Rule, currently studying in the capital and trying to unionise

I was very, very tired this night, hectic week at work, so not as well prepared as I would have liked. I apologise to those present.

Being forced to admit that they were indeed imposters, the group were somewhat surprised that Yayhil did not care, Upon learning that they represented authority in that part of the Rule of Haraxa, if these people could support and supply them with the weapons, armour and ships to fend off the Keteaorum who demand their home. Moreover, their causes were aligned. Just as the Keteaorum sought their ancient temple in the home, they also have an ancient shrine in a place now occupied by a noble’s house in the town of Spah. By some strange coincidence, now the inherited property of Smersh! Odd, that!

Already they had some from Zhuezhi who wanted to foment a rebellion against the Rule of Haraxa, but that pipeline through the Yellow Turban criminal gang of Khanedarya, was cut off wen the Zhuezhi found out Yayhil had no plans to carry put a rebellion.

Some of the Yellow Turbans stayed behind, now working with Uktannu to buy arms from nations in the Lands of a Thousand Gods through. Yayhil will send them, and some of her own folk back with the group, if the Haraxans would send boats to patrol this area, to provide warning of Keteaorum approach.

Farshad promised excellent terms and excellent rate goods, though he did vaguely explain overheads, stocking snd restocking fees, depreciation insurance, and from Utana a sketchy outline of the notion of taxes, all of which went unheeded by Yayhil and get advisors.

Before setting off, a feast! To play their part. Smersh juggled, technically, Farshad sang, acceptably and to polite applause. Fetnah sang, to less success. Seeking to restore the mood, Smersh, using his mystical mesmeric powers, hypnotised one sturdy Kurrim to sing in a duet with Fetnah.

Unfortunately Fetnah was even less successful, and she was gently led away with much food and drink, to better occupy her mouth whilst Kurik, the Kurrim, sang to the most rapturous applause of all.

The voyage home was swift and peaceful, with no disturbance from the Keteaorum, to the concern of Utana. The Kurrim sailors, once the crew of this ship, shadowed the current crew, to ensure all was well, that they were taking care of the vessel well.

Utana learned more about the Kurrim language, that the ancestral language was preserved asa common language, though different communities have differences with local loan words and pronunciations, evident in the differences in the speech between the Marsh Kurrim and the Zhuezhi Kurrim of the Yellow turbans.

Back in Spah, the group were just starting to get used to home again, were starting to get briefed, when a merchant (Roya), well dressed and angrily barged in to demand to know who was in charge. Utana was indicated, not untrue, as the guide and co-magistrate, and this he learned that the “Wave ruler”, a ship lost in a storm a year ago, its loss witnessed by others in the trading fleet is reported returned and drifting at sea. What was the magistrate going to do about that?

And there we left it.

Notes

There was a period of experience spending between docking in Spah and the demands of  the Merchamt Roya. Now Farshad and Fetnah are interested in learning the magic of students of the arcane. Fetnag can command spirits, but the effort gets harder with each exercise of it. Arcane magic, the formulae and secrets written in secret texts takes a different toll, but the chance of success is the same each time, unless exhausted.

Other skills from various characters, that had been at the default, were improved,. In the Essence system, the attribute is used for a success chance, unless a specific skill exists, in which case the basic chance is Attribute + Skill level. If you do not have that skill, then it is Attribute minus a penalty, the more difficult the skill, the higher the penalty, so getting some training is useful.

I am going to try to move these campaign write ups to a separate part of my site, keep the blog for more general hobby purposes.

 

 

Posted in Beyond the Brazen Gates, Essence RPG, Essence RPG, Known World campaign, none yet, Role-Playing Games, RPG, RPG | Leave a comment

Write-up 28th November 2024 – The Tower of Mist – Let’s make a deal!

Having entered a Mist shrouded tower and found danger at every turn, sharp edged demons, enthralling books (as in enslaving), a vicious tree and its root-slaves, and a pile of  used loincloths. Our heroes ponder whether to go on, or  retreat.

This was planned as a one off Halloween adventure, it did not finish, partly because of other things needed sorted, partly through bits of life, but there will be some commentary on it throughout.

This is me converting and adapting the D&D 5e adventure “Don’t say Vecna“, if you are going to be run through that, do not read on.

Our cast

  • Utana – Noble of the Rule of Haraxa, Agent and Acting-Databdara (Magistrate) of the nation
  • José Juan – Foreigner from the far west, warrior, healer and Agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule
  • Fetnah – Shaman from a long time ago, and a forgotten and lost land, and agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule

Absent

  • Jalabu – Noble of Dilmun, Merchant-Adventurer and agent of the Rule.
  • Farshad – Merchant of the Rule of Ishtir, musician and Agent of the Rule of Haraxa
  • Arpaesis – From the far western land of Ta-Khemet, student of Arcane Lore, and agent of the Rule, currently studying books of Lore
  • Dhran the White – of humble origin in Ishtir, warrior, agent of the Rule, currently studying in the capital and trying to unionise

Battered from the tree demon, Fetnah still rattled by her connection with something overpowering and her familiar, Ilbakia psychically cowering, the group rest and recover their strength.

The group never noticed that this floor was bigger than any other floor in the tower.

Any thoughts of retreating were fleeting, even with the disquiet Fetnah had that her access to the spirits she commanded and thus her magic was limited due to the overwhelming spirit of this place, taking care to avoid the reach of the tree-demon, Fetnah led the way up some dark stairs, mere slabs of stone sunk into the wall, the only illumination the sliver of the pale light ahead that escaped through a curtain at the top of the stairs, making the spaces under the stairs dark and, by the group, unexplored.

Moving up, peeking through the curtain, Fetnah saw the space was a single room, with another set of stairs on the opposite side, between the stairs is a large statue of the same imposing figure they saw in the room downstairs, bearded, bare chested, long hair held back by a thin fillet, the right arm held out, the hand painted black, the mouth open in speech but the tongue is painted black and, in the head, the right eye painted black.

And between the statues and Fetnah are three biers Jon which bodies lying in state. As the group pass through the curtain, the bodies rise up, get off the platform, turn and stare at the group, two mortal male bodies, without heads but with eyes, nose and mouth in their chests.

The other is a woman with the head of a lioness, the left eye is amber with a black slotted pupil, the right is blind, covered by a milky blue-white film. Tendrils of flesh reach out as the bodies melt into each other, forming a multi-limbed creature, the only head remaining being the lioness, the other faces merging into the shoulders giving al around vision, the hands and feet extending into paws with sharp claws of bone.

Without waiting for speech, José Juan opens hostilities, sinking a silver arrow into the creature, Utana following up with a spear.

Despite this unprovoked hostility, the creature somehow without a tongue, sings to the group, perhaps directly into their minds.

Come to me, to us, to me, to me, join me and the embrace of the god, become us, become me, join us in praise, worship him. Sing the name of the god.

This does not entice the group, and they continue their bullying ways, but it does not go all their own way, Utana is injured, picked up and almost hurled at Smersh, a clawed arm extends out to spear at José Juan, Fetnah hurls the force of her spirit at the creature, with some limited effect, the creature seems to being chipped away through the application of pointy silver, but remarkably enduring. Fetnah then tries something else, trying to free the creatures from whatever curse had imprisoned them in this aberrant form.

To the relief of all, she succeeds,  blasting the bonds enslaving the spirits, the bodies separate as they fall and sublimate away, the lioness’s head is gone, leaving an ivory carving of the head of the same figure as is everywhere else. Fetnah reaches for it, only to find it like the plants upstairs, not quite there, it too melts away, leaving a carved tongue.

After using medicine and magic to heal Utana, the group try unsuccessfully to somehow replace the black painted limbs of the statue, the group pack up the ivory body parts they collected, and head upstairs.

The stairs the same slabs of stone, but are better lit, with the same pale light of nothing as everywhere else in the tower, with the floor at the top being open, seemingly to a facsimile of the sky, though the sky is a pale grey, and the stars are black, with some seemingly slightly out of position in their constellations.

Fetnah’s vision
“You see as if from a single eye, to the right. In front of you are your two hands, one, the right, is made of ivory, engraved with script,  though it flexes and moves almost like the left. You look up, there is a door through which a pale woman walks, the door closes. Then there is a vision of a gate, tall, the surface black, there is an inscription around the gate, you look at it, then the vision becomes a searing pain of light”

At the far end is a great gate, reminiscent of the one from Fetnah’s vision, the surface black and shimmering like water, but in this case, instead of an inscription around the gate, the ideas were instead contained in a carved ivory frieze that occupies the rest of the room, detailing more f the deeds of the figure until, in the last pane, they are overthrown, tortured, their hand cut off, tongue ripped our and eye put out.

After some exploring of the walls, to see if they could climb over, and finding that the walls stretched out  to maintain the distance between the edge and the climber,  and probing the surface of the gate with various objects (feeling the absence of Farshad, whose it sounds like they would cheerfully have through at the unknown void, as is their wont) they eventually decided to try replacing the eye, hand and tongue on the last panel in the frieze.

The gate cleared, the black giving way to grey as a form of the habitual figure stepped out, then to daylight as the figure melted away, flowing towards the last panel of the frieze, where the now restored figure steps out and forms itself into a giant version of the figure that has been repeated throughout the tower, the wall extending up at accommodate it as it speaks.

My thanks wanderers. I am Enmesharra. There is more you can do for me, do this and you will be rewarded.

“Carry me through the gate, I can only be carried through by another;s will, but once there I will be renewed. Take me there. Worship me. Sacrifice in my name and I will set each of you upon a throne, there paramount save for me, your new patron and god.

More offers are made, of the riches and power each would receive, the group worried that Utana might succumb to the offer of bejewelled sandals and the entire range of Max Factor products, but no.

When they seemed sceptical and inclined to resist, Enmesharra bridled and, sneeringly asked

Are you a god?!

As he attempted to lash their spirits. The effect of this was not much, as the attempt failed, with only a tingle instead of the brutal pain. Instead of positions as the chief slaves of a returned god,  the group decided that running through an unknown gate was a better option, and managed to do so, outrunning the outstretched hand.

On the other side, they found themselves back on the deck of the “Farshad’s Bounty” by the quay in the Kurrim village.

Utana replaced he head of the River-dragon onto his spear, and they marched to meet Yayhil, Chief of these Kurrim. She greeted them in an outside space, and coldly greeted them, before making a signal. A guard escorted four other Kurrim, dressed in Zhuezhi fashion. One spoke.

That is them chief. The ones who took the ship and took Uktannu prisoner. I have no idea who this imposter is

And there we left it

Notes

The set-up may be taken from the Vecna module, and some of the features, but motivations and details have been changed. One simultaneous advantage and disadvantage was not having a character who could read the texts. Information was lost, but temptations maybe avoided?

 

Posted in Beyond the Brazen Gates, DragonQuest, DragonQuest, Essence RPG, Essence RPG, Known World campaign, Role-Playing Games, RPG, RPG, writeups | Leave a comment

Write-up 14th November 2024 – The Tower of Mist – Treemendous harm!

Having entered a Mist shrouded tower and defeated a creature of bone, our heroes ponder what to do next

This was planned as a one off Halloween adventure, it did not finish, partly because of other things needed sorted, partly through bits of life, but there will be some commentary on it throughout.

This is me converting and adapting the D&D 5e adventure “Don’t say Vecna“, if you are going to be run through that, do not read on.

Our cast

  • Farshad – Merchant of the Rule of Ishtir, musician and Agent of the Rule of Haraxa
  • Utana – Noble of the Rule of Haraxa, Agent and Acting-Databdara (Magistrate) of the nation
  • José Juan – Foreigner from the far west, warrior, healer and Agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule
  • Fetnah – Shaman from a long time ago, and a forgotten and lost land, and agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule

Absent

  • Jalabu – Noble of Dilmun, Merchant-Adventurer and agent of the Rule.
  • Arpaesis – From the far western land of Ta-Khemet, student of Arcane Lore, and agent of the Rule, currently studying books of Lore
  • Dhran the White – of humble origin in Ishtir, warrior, agent of the Rule, currently studying in the capital and trying to unionise
Tower level one, empty room with a ring of crates, and a door to stairs to the north

The ground floor of the Tower

The interior of the tower is lit by a diffuse, dim light that illuminates everything without having any apparent source. The group search the boxes, jars ans containers that form a ring around the central plinth. The majority of the contents are cheap jewellery, the sort of thing one might give a child or as worn by the very poorest.

There are papryii with an ancient script, recognisable to Utana as a scholars script, shapes recognisable to Smersh, but he never learned to read any script until recently.

Fetnah took some, and José Juan a mortar and pestle.

Moving upstairs, they found two rooms and ahead a low wall with a tree beyond. The first room seemed to be quarters, unkept and dusty. (I didn’t check my notes, the players missed out on so much quality flavour that I forgot).

There were things in the quarters that the group didn’t understand, like a wax tablet, but Smersh found, in a chest, under a stack of loincloths, more cheap jewellery. Fetnah searched the bed, and, in the bedclothes,  found an ivory eye. Picking it up, it turned to face her, and she got a strange vision.

You see as if from a single eye, to the right. In front of you are your two hands, one, the right, is made of ivory, engraved with script,  though it flexes and moves almost like the left. You look up, there is a door through which a pale woman walks, the door closes. Then there is a vision of a gate, tall, the surface black, there is an inscription around the gate, you look at it, then the vision becomes a searing pain of light” There was a blink, and momentary blindness in Fetnah’s right eye.

Smersh’s tried to get the vision, but the thing was inert.

In the second room, They found the walls of the room painted with the glory of a great figure who strides across the world, a giant compared to those around them, building a city of an ancient design, there are scenes of giving justice, going to war, doing great deeds but then the figure is cast down.

Fetnah decided to reach out to the spirits of the place, only to find her mind blasted, and she drooped to the ground as if hurled. She staggered up, weary and disconcerted. Ilnbakia, her spirit ally, was uncommunicative and whimpering.

The short wall near the tree seemed to be a bookshel, containing a disarray of bronze tablets, in this ancient script that, of the group, only Arpaesis could have read. Beyond that was a garden of wan and pale plants surrounding a circle of bare earth in the middle of which was a gnarled and twisted tree

.Farshad looked at the tablets, before dropping them as he resisted a compulsion. Smersh decided to try and give in to the external will. Even though he could not read the tablets, Smersh found himself sorting and storing the tablets, heedless of anything else.

Eventually the rest of the group intervened, covering his eyes with one of the loincloths from the quarters, and  pulling him back, breaking the compulsion, but without any insight into what caused it.

The plants proved insubstantial, and hands passed through the. Fetnah and Smersh passed through the circle of bare earth as the group headed to the stairs, and found the branches of the tree reach out and grab them, acidic sap burning at their flesh. The others went to rescue, only to find themselves challenged by root constructs that rose from the ground. There was a struggle, Utana skewering the tree, Farshad and José Juan slashing away, and two of the constructs fell, before they were able to free the two. Retreating out of the ring, the tree stilled and the two remaining constructs went back into the earth.

Panting, and going to the side to rest before continuing, and there we left it.

 

Posted in none yet | Leave a comment

Write-up October 31st 2024 – The Tower of Mist – “I don’t think we are in the Rule of Haraxa anymore. Toto”

Four of our heroes set out to kill or drive off a sacred crocodile, onlt to find a monstrous serpent, the midbegotten child of a celestial serpent slain by a deity. They succeeded, but are soaked though and poisoned.

This was planned as a one off Hakllowe’en adventure, it did not finish, partly because of other things needed sorted, partly through bits of life, but there will be some commentary on it throughout.

This is me converting and adapting the D&D 5e adventure “Don’t say Vecna“, if you are going to be run through that, do not read on.

Our cast

  • Farshad – Merchant of the Rule of Ishtir, musician and Agent of the Rule of Haraxa
  • Utana – Noble of the Rule of Haraxa, Agent and Acting-Databdara (Magistrate) of the nation
  • José Juan – Foreigner from the far west, warrior, healer and Agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule
  • Jalabu – Noble of Dilmun, Merchant-Adventurer and agent of the Rule.
  • Fetnah – Shaman from a long time ago, and a forgotten and lost land, and agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule

Absent

  • Arpaesis – From the far western land of Ta-Khemet, student of Arcane Lore, and agent of the Rule, currently studying books of Lore
  • Dhran the White – of humble origin in Ishtir, warrior, agent of the Rule, currently studying in the capital and trying to unionise

Our heroes, drenched and poisoned as they are.do not question why their missing companions are suddenly with them. Last they were seen, Fetnah and Smersh  were still in the Kurrim town close to the coast, not out here in the swamp.

At least this meant that there were two folk not sickened by poisoning and risking hypothermia. With their help, the rest made it to higher ground, fires wete made and such treatment given as was possible. Unfortunately this meant the use of strong purgatives, which made the already miserable foursome noisome and possessed of a vicious stench for a couple of days before their strength returned, their clothes cleaned and dried as best as they could.

Still grimy. but now somewhat dry, thegroup proceeded, planning to return by the route Utana had navigated here, although, to Farshad’s regret, the singing frogs sang one last harmony with Frashad thenhopped ogg, now their pool was free of the River Dragon. They did not stay whole dry for long, as a nist rose and the sun became invisible through the diffusing clouds, and directioned became uncertain.

A path leading up seemed to lead into a clearing above the ists, and there, some thirty or so times tallewr than the height of a Shevam was a tower, smoth surfaced with a light grey stone, almost like the mist made solid. There was a dounle door at the bottom and high up, open windows.

Carefully opening the doors, the area within was pitch black, not dark, but pitch black, not ewven the magica lantern shiels of Jalabu could penetrate the darkness. Attempts to climb the walls proved futile, te stone being so smooth and the gaps between blocks being so thin.

(With there beng a Climb skill, and certain common sense, I am not going to penalise a character for the player not saying reasonable and obvious things the character might try in a climbing attempt. There are things characters *could* have tried, but the players did not suggest them, e.g finding trees to make ladders,.)

Face of a horned gargoyle, wide open mouth jet black, From "Tomb of Horrors"Tests proved that the blackness was merely a negation of light, no magic barrier or gateway to another dimension that would cut off anything put through. All sticks, body parts, beings put through could be returned.

Fetnah manage to gain a rough idea of the inside using spirit sight, but she was unable to gain a detailed view or ascertain the origin of the darkness, only that there was a circle of table and boxes with another table in between, with tablets, books and small boxes stacked on and aound them.

(There were other things within the area the group could have tried, both to bypass and to dismiss the darkness, but it never occurred to any of the players. Maybe I could have offered some more pointed hints)

Eventually, having looked at the sketch in the dirt that Fetnah had med, Smersh strode in, seeking the centre of the circle and to find what he could. He went a little astray, but his problems were more to do with the thing that fell upon him from a height. From the feel of the body wrapped around him, Smersh felt a fleshless thing, spiky and skeletal, against whom Smersh felt his dagger, though quick, was useless. He resisted being picked up and dashed to the ground, spiky body falling on him. Jalabu went in to help out, attracted by the noise.

There was some fumbling and bashing until Farshad, using the spirit eyes of his wooden bird, Aribu, spotted an egg like object on the central table. He inched over and smashed it, dispersing the dark, revealing the thing to be horned, with blade like shoulder blades resembling stubby wings and a bony tail ending in a stinger.

In the ensuing fight, Smersh was flung at Jalabu, Jalabu punched the thing, obly to hurt his hand on the bony creature, and in return was stabbed by the tail, but was able to resist the psychic poison of the stinger.

Wanting no part of this, Farhad had a look at the door his actions had revealed, seeing a lock whose indetations suggested a hand, Placing his hand into the spaces, he was painfully and damingly ejected away from it.

Now it could be seen, the rest battered it with melee weaponry, managing to cut off the tail, and survive spiky claws and its sharp beak like mouth, until eventually it was destroyed . The limbs, including the tail, shrank and coalesced, until what was left was a sculpted hand, covered in an unknown script.

Smersh tried, but he has been illiterate most of his 1500 years of his life.

After what first aid and salves could be applied to ease hurts, Farshad, staggering uncertainly, applied it to the door, and it was successful, the door opened.

And there we left it.

So, the Hallowe’en one shot is going to continue a bit longer than planned, but hopefully as Spooktober gives way to Novemberrrrrrrrrrrr, no-one minds.

 

Posted in none yet | Leave a comment

Write-up 17th October – Art of Darkness

Our heroes, having infiltrated the settlements of the swamp Kurrim and successfully impersonated the scheming merchant Uktannu and his associates, are at a bit of a loss what to do now they are here. To try and placate dissent in the Kurrim ranks by killing or driving off  Gal-Kyushu, a monstrous crocodile that has been hunting Kurrim. The group are travelling through the swamp, guided by Utana who finds his skills in mountains and deserts peculiarly well suited for swamplands. They continue

Our cast

  • Farshad – Merchant of the Rule of Ishtir, musician and Agent of the Rule
  • Utana – Noble of the Rule of Haraxa, Agent and Acting-Databdara (Magistrate) of the nation
  • José Juan – Foreigner from the far west, warrior, healer and Agent of the Rule
  • Jalabu – Noble of Dilmun, Merchant-Adventurer and agent of the Rule, currently a NPC

Absent

    • Fetnah – Shaman from a long time ago, and a forgotten and lost land, and agent of the Rule
    • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule
    • Arpaesis – From the far western land of Ta-Khemet, student of Arcane Lore, and agent of the Rule, currently studying books of Lore
    • Dhran the White – of humble origin in Ishtir, warrior, agent of the Rule, currently studying in the capital and trying to unionise

Having exhausted the ridge that saved the characters much squelching hardship and slow progress, and led them to dancing fish, they sett off, choosing a straight overland route and eschewing the waterway.

Soon, ahead of them they heard singing, with words that Utana could sort of pick up, an archaic form of the Kurrim language, Kutakurrim, similar to the dialect he had heard back in the settlements, a descendant of language once wide spread, and established nowhere else on this side of Haraxa. Where were the Kurrim that the frogs had picked the language up from?

Gingerly, they went forward, only to find another pool, full of frogs, singing recognisable words in a mortal language.Utana replied in simple,Kurrim, as archaic as he could. The frogs picked these words up, and found his words being repeated amongst the song of the frogs.

Farshad wondered aloud if he could charm the frogs (GM’s reply I don’t think you can beguile a frog) , and decided to go for it. He started weaving his own words in with the frogs’ songand drumming on his legs as he sat down and let the frogs come to him, they closed around him in a semicircle, the others speculated if the frogs might be poisonous to the touch, or have other qualities. Curious, and hopeful that the word the Kurrim use for crocodile, “kushu”, might provoke a reaction. It did, the frogs hid behind Farshad , leaving open the way they were heading, confirming the path ahead.

Farshad stood up, taking care not to disturb the frogs, and the group went on, following the frog guidance and continuing on their way. The frogs followed, gently singing as they kept close to Farshad. José Juan always surveying for interesting plants halted the group. Flipping through his book, he noted that a swamp plant bore a resemblance to a mountain plant, the pungent Áshvabaahp. The root of this, if it is like the mountain plant, is a powerful soporific, the berries and leaves, a stimulant, but to administer this abhorrent plant usually involves disguising it with sweeter herbs and honey.

By a coincidence, a buzzing noise alerts the group to insects in their path. A source of honey? Alas no, these are swamp wasps, nasty things. Does Farshad’s music hath charms to soothe the savage wasp? Nah, best avoided, so they did, still followed by frogs.

The next stint brought them to a small lake fed by the river, or a wide part of the river separated by an island, depending how you look ar it. In this separated small lake, a central island was joined by a rotting wooden bridge. No immediate sign of any crocodile, they decided to cross to the island in the centre of this body of water, though the frogs stayed on the shore, watching, their singing muted.

The woods, slimy and rotten, was not the easiest to cross, all fell in, and ended up swallowing some of the water, becoming sickened and somewhat feeble. Despite this comedy of errors, they managed to get onto the island, though all the splashing about attracted a creature.

It was not, however, a crocodile. Either the Kurrim were wrong about the nature of Gal-Kushu, or this creature had eaten it.It was a Nishimiru, a monstrous serpent like creature, formed of the corpse of a celestial lizard slain by a god, this was a small one, though still long, though narrow,

In the fight that ensued, the group rued their lack of heavy armour, left behind because of the swampy terrain. The nishimiru attacked by biting, swallowing, sweeping off their feet and attemping to crush under its weight. In that fight, José Juan was bitten, poisoned, knocked down and the Nishimuru, though slender, crushed him down under many coils, Jalabu was also knocked down, but generally unharmed. Farshad though, Farshad was swallowed whole, and was being worked down the gullet.

Throughout that, they all struck, pierced and hacked the Nishimuru. Utana did sterling work with his fish spear, wrenching a great hole in its flesh, despite his enfeebled state, aided by its own writhing. That at least, gave Farshad something to aim for as, against the usual advice, he headed to the light, though the constricting muscles did not always allow him to slice further.

It was not a weapon, but two hands desperately wrenching at the hole in the Nishimuru that finally did for it, and it collapsed, Farshad wriggling free, almost like being born,  through a gap, and José Juan pulled himself out from under the writhing corpse.

Wet, sweaty, battered, bruised, sore, poisoned, they settled down to camp by a fire. And there we left it.

 

 

Posted in none yet | Leave a comment

Write-up 3rd October 2024 – Ancient fears realised

Our heroes, having learned that the Kurrim that the insidious Uktannu was trading with are under threat from a seaborne threat now have a new challenge, what to do with that information.

Our cast

  • Farshad – Merchant of the Rule of Ishtir, musician and Agent of the Rule
  • Utana – Noble of the Rule of Haraxa, Agent and Acting-Databdara (Magistrate) of the nation
  • José Juan – Foreigner from the far west, warrior, healer and Agent of the Rule
  • Jalabu – Noble of Dilmun, Merchant-Adventurer and agent of the Rule, currently coming to terms with his inner demon, literally

Absent

  • Fetnah – Shaman from a long time ago, and a forgotten and lost land, and agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule
  • Arpaesis – From the far western land of Ta-Khemet, student of Arcane Lore, and agent of the Rule, currently studying books of Lore
  • Dhran the White – of humble origin in Ishtir, warrior, agent of the Rule, currently studying in the capital and trying to unionise

The Chief of the Marsh Kurrim, Yayhil, turns back from the carving of Keteaorum on the ancient Temple, and draws the group aside.

You have come here, Uktannu, with these strangers, though by the sea, in breach of the instructions we gave you. Instructions meant to reassure us. Friends will come from land, and we can watch the seas clear in the knowledge that only things that come from the sea are threats.

“There are already those who whisper against you, call your presence here proof of ill intent, they look to Mablil the Shaman as leader. Your presence here confuses us.”

Farshad, presenting himself as Uktannu, the same one who had impersonated Farshad, undermining trust in that name along the trade routes of the world, hummed and hawed a bit, and there was a bit of digression into the nature of Uktannu’s enemy, the loathesome Farshad, described as a despicable sort who was much abused by his companions.

In order to show that he was nothing like that, Uktannu is then much abused by his companions.

Bringing things back into line, Yayhil says that there are ways to show her folk that Uktannu and his crew can be trusted. The Keteaorum is not  the only concern. If the Ketaorum prevail, the Kurrim will have to retreat, but the main route is blocked.

When the Kurrim came, they found that the marsh was home to a great legged worm, known by some as a crocodile, they called Gal-Kušu. This they interpreted as the a messenger from their Great Mother, Gal-Ama.  For centuries Gal-Kushu left them alone, but now it has started to hunt ant take Kurrim. The Kurrim cannot harm it, it is a messenger of their goddess, but outsiders could drive it off, or, if necessary, kill it, and that would stay within the strictures of their laws.

The group retreated to their ship to plan, as Hamid and Jalabu further discussed ownership of the vessel, Jalabu insisting that, as a member of the family, he also had a right to consider what might, and might not be fair compensation for the great debts owed their family.

Short discussion on what tribe as a reality means in our own world, and examples experienced in life.

The group took council from Ishram, the Master of Scouts, about the nature of the swamp. There are two obvious ways to get to the lair of Gal-Kušu. By the river Ishtanu-Eyd seems simple, but the river meanders, and is much longer than trying to go straight. The straight road is more fraught with potential dangers, not the least of which is getting lost.

No Kurrim can aid them directly, but one of the sailors on the Farshad’s Bounty offers to steer a boat, should they prefer to use one of them, on the understanding that the group will always be between the sailor and Gal-Kušu. Jalabu, seeking more appropriate weaponry, finds boar spears in short supply, but they are given vicious bronze headed fishing spears, not so effective going in, but doing great damage going out.

José Juan and Jalabu suggest looking for plants or creatures that might provide a poison or other substance that might aid against the giant crocodile, and this idea met with general approval. Leaving Hamid and the sailors behind,  they eventually took their new supplies and set off overland.

Despite being an expert in deserts and mountains, Utana proved equal to the task of Navigating marshes, a path was found, leading more or less straight to the lair. Utana guiding, José Juan trail-breaking, and searching for plants. He came across a branch, covered in moss and fungi that looked of interest. As he picked the moss off, it looked useful for staunching wounds, but, consulting the herbalists book he had been given, the fungi seemed interesting. As it was it would be a severe irritant if ingested, but dried, ground, boiled in alcohol and dried into pills, it had more beneficial qualities.

However the branch proved to be an arm bone, revealing most of a human skeleton, with a fire scraps of cloth and a cracked leather pouch. Inside that was a stoppered clay phial and four bone tokens, like large coins but carved with symbols. None there could read them but Farshad knew what they were , share tokens in a cooperative trade venture, possibly of value.

Utana, in generosity, buried the skeleton, with some reverence. Aribu, Farshad’s wooden crow spirit companion, seemed agitated. Farshad tried some magic, using a spell “speak to spirits”, but he was unable to get through, only getting, as he usually did, surface impressions. Jo?e Juan Joking suggested Farshad try communing with Nibbles, the hamster José Juan used as a, err, guinea-pig, in his medical experiments. Farshad did, and this time succeeded, but, Nibbles only being a hamster, could only communicate a little, saying “You do good. Spirit quiet now.“, which they interpreted to mean that the spirit of the deceased was happy with them.

Setting off, Utana found a long, shallow ridge, hidden by reeds, which they followed a good way towards their destination, until they heard a strange noise ahead, churning away, a mysterious sound. Farshad attempted to talk to Aribu, but failed again, so the crow would not be scouting.

Farshad should have been paying the cost for the spell. As he is unskilled, and has no focus to concentrate his powers, the cost is high. With a focus, and more skill, the cost would be reduce. I let him off some of it as that was my fault.

Sighing, Farshad scouted ahead, seeing a pool fed by a spring, in which brightly coloured fish with scales of a metallic sheen were seemingly dancing and rubbing against each other, moving away, then coming close. The group views this, and speculated, somewhat surprised.

Thet stood for a while, though Jalabu came to a conclusion, the others were getting taller.

No, he was getting shorter, he was sinking, QUICKSAND! (*)

It took a couple of hefty tugs, but Utana and José Juan heaved Utana out.

And with this traumatic incident, we called it a night.

(*) Just a wee throwaway  to an earlier reference to the old joke about thinking quicksand would be a bigger danger in life than it is. However,  bit more digression than usual, but fun. All seriousness next time though!

Posted in Beyond the Brazen Gates, Essence RPG, Essence RPG, Known World campaign, none yet, Role-Playing Games, RPG, RPG | Leave a comment

Write-up 19th September 2024 – Payment sought, payment deferred

What will the group, agents of the state, now the face of the law and administration for the town of Spah and the surrounding county do about the mysterious Kurrim from an unknown settlement to the south, hidden in a marsh according to the logs from Uktannu’s ship,  the “Farshad’s Bounty”, Why were some of the Kurrim that escaped dressed like the Zhuezhi of Khanedarya, were the others dressed in a simpler fashion the southerners, or yet another group?

Our cast

  • Farshad – Merchant of the Rule of Ishtir, musician and Agent of the Rule
  • Fetnah – Shaman from a long time ago, and a forgotten and lost land, and agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule
  • José Juan – Foreigner from the far west, warrior, healer and Agent of the Rule
  • Jalabu – Noble of Dilmun, Merchant-Adventurer and agent of the Rule, currently coming to terms with his inner demon, literally

Absent

  • Arpaesis – From the far western land of Ta-Khemet, student of Arcane Lore, and agent of the Rule, currently studying books of Lore
  • Dhran the White – of humble origin in Ishtir, warrior, agent of the Rule, currently studying in the capital and trying to unionise
  • Utana – Noble of the Rule of Haraxa, Agent and Acting-Databdara (Magistrate) of the nation

Morning came to the temporary accommodation thrown together in some otherwise unused buildings, whilst Smersh’s inherited estate was being repaired and renewed. Fast was being broken when Jalabu’s cousin Hamid arrived.

After the usual pleasantries, Hamid presented a claim of recompense. It had obviously been established that debts owed to Jalabu and Hamid’s family had been incurred, if not by Farshad, then certainly by Uktannu masquerading as Farshad. Though Uktannu was a very distant relativeof Farshad, they were not close enough for the obligation to be held as still accruing to Farshad, but the debt remains, Jalabu and Hamid’s family are owed.

Hamid had a set of proposals

  • He would send word throughout his trading network that Farshad had been unfairly maligned, and to be judged on his actions. Let his reputation reestablish itself
  • He would also pay off the assassins poised to kill Farshad’s family and rescind their contracts. You’re welcome.
  • However to repay the debt, Hamid said that he should take possession of the “Farshad’s Bounty”, and all its cargo. The name of the ship alone, and the logs, show that the ship and cargo derive from the schemes funded by the money and goods defrauded from Jalabu’s family.

Although the group appreciated the justice of Hamid’s claim, and the need for recompense, they tried to offer just the cargo, but Hamid insisted on the ship. Their natural cupidity and lust for loot had them trying to avoid any obligation.

Hamid, seeing the way the group were trying to avoid giving him his due, and that the ship, as a vessel known to these mysterious Kurrim, would be useful to investigating their settlement to the south, suggested postponing this part of his settlement. He has his reasons, they may be complex, or just him adapting to the avariciousness of the group, but he insisted upon accompany them to protect his ship..

The group prepared. They supplied the ship for a voyage of a month in food, expendables including arrows, and a crew of sailors and marines was found. Even with the contrary currents that head north along the coast, which would slow the ship and make the voyage south take a few days, the distance is not great, lying to the southern extent of the the area currently administered by Smersh and Utana.

There was one order of business that Fetnah saw. She had bound a spirit to protect Jalabu. As the threat was from Hamid, and that threat was gone (at least for now), the protection could be lifted. However Jalabu professed no need. He was perfectly happy with things as they were. Extending her mystical shaman sight into Jalabu, Fetnah saw the shape of the road spirit bright in Jalabu, vaguely man shaped and definitely overwhelming Jalabu’s true spirit.

Fetnah took a risk, using the pure force of her will to try and blast the errant spirit from Jalabu. She failed at first, but weakened the intruder. The best few hours she spend inscribing mystic symbols and paths of power on Jalabu, to aid her next attempt, and this one succeeded. Jalabu was wholly his own again.

Notable crew folk

  • Ship’s captain – Birhan
  • Steersman – Nurimu
  • Steersman – Biranna
  • Sailor – Gharal
  • Sailor – Humziba
  • Sailor – Srinabhar
  • Sailor – Jarveen
  • Sailor – Sanvashta
  • Sailor – Ishwana
  • Sailor – Numa
  • Marine – Sarran
  • Marine – Irham
  • Marine – Imrim
  • Marine – Atababa
  • Marine – Bakrhan
  • Marine – Muhrid
  • Marine – Kanah

The time in the voyage was livened up by Farshad learning the work songs of the sailors, and by Jalabu, from the Island of Dilamun, honing his swimming skills as the ship pulled to shore each night. Smersh, however, did not react well to the voyage, and was severely ill, and the sailors ensured he was always at the leeward rail. José Juan tied to concoct a cure, but that instead that caused Smersh to become even more ill, from both ends.

To aid the suffering, sickly Smersh, Jalabu, Fetnah and José Juan combined their talents, devising a soporific that would keep Smersh in unconsciousness, He required tending for the rest of the voyage, usually by Kanah and Jarveen, who seemed to have offended their officers to be given such a noxious duty.

Eventually though, they came to the marsh, contained seemingly within a broad valley and fed by rivers that led to the sea. The group, offered a chance to land on the shore or sail up the main river channel, chose the latter, To move the ship against the river current, it was poled, a steersman in charge bow and aft, marines and sailors working the poles, guiding the ship through small lakes and narrow passages. Farshad kept the drumbeat for the work, pausing only to wave at Kurrim who came out of their reed houses to cheer the ship, though they presumably thought that they were greeting Uktannu, the “False Farshad”.

Eventually they emerged into a large lake with many more reed houses, and two stone buildings. A kind of low ziggurat and another building the size and basics shape of a barn. Docking amongst a crowd of reed boats, some of which were quickly put out as a pontoon to reach the ship, too deep draft for the edge of the lake. A set of warriors led by a Kurrim woman (Olayba the Seer) greeted the group in simple and archaic Idarit, though that was not the language of the crowd’s chatter, and ask the group to accompany them to meet their chief, Yayhil.

Not all the Kurrim seemed pleased to see the outsiders, there were groups in the crowd outside and in the great Hall who seemed to view the group with suspicion and hatred. Hail seemed a little puzzled with Farshad, whom she obviously thought was Uktannu, as not only did his voice not seem so deep and gruff as normal, but more because they had agreed no longer to approach directly by water, as the great threat to the Kurrim came from the sea,

Taking the group to the ziggurat, she pointed out the images of the builders, engraved into the stone centuries before. As Jalabu had feared, the figures were Ketaeorum, the strange intelligent water serpents that the group had come up against before. Yayhil informed the group that the Ketaorum wanted their old temple back, and the Kurrim gone, and some villages had already been destroyed, and Kurrim killed, driven off or even taken captive..

And there we left it.

Posted in none yet | Leave a comment

Write-up 22nd August 2024 – A debt forgiven?

Having captured Uktannu, Uktannu’s ship the “Farshad’s Bounty”  the logs and cargo, all of which pointed to a strange trade with a previously unknown group of Kurrim in the marshes to the south of Spah! There had been Kurrim about the ship, some dressed like the Zhuezhi of Khanedarya, others in a simpler fashion, strange to the Haraxans.

Our cast

  • Farshad – Merchant of the Rule of Ishtir, musician and Agent of the Rule
  • Fetnah – Shaman from a long time ago, and a forgotten and lost land, and agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule
  • Utana – Noble of the Rule of Haraxa, Agent and Acting-Databdara (Magistrate) of the nation
  • José Juan – Foreigner from the far west, warrior, healer and Agent of the Rule

Absent

  • Arpaesis – From the far western land of Ta-Khemet, student of Arcane Lore, and agent of the Rule, currently studying books of Lore
  • Dhran the White – of humble origin in Ishtir, warrior, agent of the Rule, currently studying in the capital and trying to unionise
  • Jalabu – Noble of Dilmun, Merchant-Adventurer and agent of the Rule, currently coming to terms with his inner demon, literally

Tonight was mostly catching up, resting, and training, Farshad taught all the rudiments of swimming. Fetnah strengthen her bond with he spirit ally, Smersh, studying the law and customs with Utana’s seemed Wiser at the end of it, Utana studied with Farshad and José Juan, improving his knowledge of far lands, and the tricks to survival, and so on.


Despite the evidence that his name had been vilely and unfairly traduced, Farshad still received unwarranted and undeserved abuse.

As they studied, and prepared for an expedition to the marshes of the South, a ship arrives, bearing Jalabu’s cousin Hamid and his closest  thugs. Hamid, regretting his deal with Jalabu had come for Jalabu or Farshad, to take their debt in blood.

However, this time Farshad had a surprise. He presented Hamid to Uktannu, or vice versa, and showed the suspicious merchant the ships logs. Hamid was slow to be persuaded that this was a solution to the mysteries, fraud and hatred, but eventually agreed ro worth through the documentation, from the ship and the cave, and make copies with the aid and supervision of Smersh’s scribes. These he would take, along with Uktannu, back to their family to face punishment.

We didn’t quite gets to a pool on how long Uktannu would take to escape and reappear as a recurring villain, but the players came close to that.

And, with Utana’s oath that, should Uktannu escape, he would make Hamid pay, there we left it.

Posted in none yet | Leave a comment

Write-up 20th June 2024 – Farshad’s four fearlessly foil false foe’s forces

Our heroes cooked up a plan to trap the ship of custom’s duty evader, scofflaw and blackener of Farshad’s name, Uktannu, a Shevam merchant who people compare unfavourably to Ea-Nasir, cheating, stealing, betraying and all using Farshad’s name. They found out their plans were passed on by a traitor, but still managed to grapple the ship, and are boarding against superior odds. 

Our cast

  • Farshad – Merchant of the Rule of Ishtir, musician and Agent of the Rule
  • Fetnah – Shaman from a long time ago, and a forgotten and lost land, and agent of the Rule
  • Smersh – Larcenous Priest from long time ago, and a nation long gone, Databdara (Magistrate) and agent of the Rule
  • Utana – Noble of the Rule of Haraxa, Agent and Acting-Databdara (Magistrate) of the nation

Absent

  • José Juan – Foreigner from the far west, warrior, healer and Agent of the Rule
  • Arpaesis – From the far western land of Ta-Khemet, student of Arcane Lore, and agent of the Rule, currently studying books of Lore
  • Dhran the White – of humble origin in Ishtir, warrior, agent of the Rule, currently studying in the capital and trying to unionise
  • Jalabu – Noble of Dilmun, Merchant-Adventurer and agent of the Rule, currently coming to terms with his inner demon, literally

Although José Juan’s player was absent, as his usual tactic is to stand off and plink with arrows, so his character was given to Phil, who runs Utana, and Smersh and Fetnah came back from the side of the boat, where they were being a bit sea-sick, to join in.

Fetnah, as fresh as she gets, invoked her Shamanic powers, with her customary “Thou who would do me harm, begone!” , affecting all the enemies who could hear her to suffer a penalty to all their Success chances, as they would be unable to get away from her. This had a serious effect on the enemy, who often missed their attacks, parries and saves just because of this spell.

Combat was joined, given the area battlefield, armour was light, which meant that any wounds suffered would have the potential to be grievous. Initial contact was mad with Farshad, Utana and Smersh on the enemy ship, but it was inconclusive. However the traitor on the Council of Spah revealed themselves. Chief of the fisher folk, Fram, steered his boat close on the other side of the merchant ship, and six Kurrim warriors leapt onto the merchantman.

Six were dressed in the fashion of the Zhuezhi gang members they had met in the town of Khanedarya, the others were clad in simple cloth tunics, their faces and bodies tattooed in unusual designs, the cries of the newcomers were strange to Utana, who spoke the ancient tongue common to many Kurrim across the world, it seemed similar but words and idioms were odd, but their intent was clear, and it was not friendly.

Concerned about Uktannu’s magic, they kept him engaged, having seen already that José Juan’s arrows could not bite him, between light armour worn and either a spell laid upon them or of his own making.

Whilst arrows flew, Fetnah and unnamed smuggler number 6 (they were named, that was Imrim) chugged the same javelins back and forward, or so it seemed, Smersh found that the speed of his dagger against unarmoured foes, Utana laid about him with his sword, José Juan sniped away. Utana did resist the temptation to slay both Farshad’s, let the Godsknow their own.

Farshad, however, grappled with Uktannu, who was unable to break free, over time tightening his grip, and avoiding rescue attempts by the marines, until he could get a knife to Uktannu’s throat and call for the others to lay down their weapons.

The threat caused the others to hold, through they did not lay down their weapons, instead they retreated to Fram’s ship and made off, pursued by other boats.

Other boats contributed crew for the cargo ship, and, after binding Uktannu to the mast and gagging him, they made back for Spah.

The cargo proved to be the expected spices, but also unusual plant extracts and weapons and armour. Nothing much better than the group had, apart from the buckler Fetnah took, but enough to equip 40 Kurrim warriors well. They assumed Kurrim as the helmets were shaped to fit their heads.

The ship, cheekily named “Farshad’s Bounty” was impounded by Smersh, in his official capacity, awaiting disposal in some manner. The food from the vessel, the stuff still edible, was taken off, the rats were left alone and Uktannu imprisoned.

There was also logs of travel and cargo found, which backed up the supposition that the weaponry came from the Land of a Thousand Gods, and that the weapons were destined for a location in the marshes down the coast, Uninhabited as far as anyone knew, save an accompanying map showed some villages and a route through the swamp.

In the final discussion before the group settled for the night, Farshad gave an impassioned speech, about the unwarranted and unearned abused heaped upon him as a result of the deprecations of this false Farshad, that even his companions were prone to, without cause, and that a fitting disposal of Uktannu would be to hand him over to Jalabu’s cousin,  Hamid bin Khawla al-Malmuntaqim al-Maqqaniyy, His theory being with the true culprit of the debts owed to Jalabu’s family Jalabu would be free of the debt he had taken upon himself.

And there, for a couple of months, we left it

Smersh’s player was complaining of bad rolls, but Fetnah’s spell converted some critical successes into failures, as that happens when  the roll is exactly your chance, and the chance was lowered so the roll was too high. Boo Fetnah, boo!

Posted in none yet | Leave a comment