Saturday, August 5, 2023

Elephant Queens & Tiger Kings - 10: Conspiracy of the Idol

    Some ambient music for this episode. 


(Click map to zoom)

Recap: I've been recruited into a diplomatic and trade mission from the City of Pearls to Nanbeg Gakwha, the city of the Longheads a fearsome war-like people that are known for their practice of skull-binding. After two weeks our boats reached their city where we unloaded our mysterious cargo.

During our stay we discovered that an idol has gone missing and that our group has been accused of stealing it. The ambassadors (3 from each boat) were held captive as well as 4 mariners (including myself). There is no evidence of us being involved and it seems that we are being used as pawns in political game between rival factions within the city of the Longheads. After being searched and questioned we are taken back to a holding cell, unsure of our fate.

Read the other episodes here: Game Diary: Elephant Queens & Tiger Kings


We are held in our cell all day with no explanation and eventually all go to sleep, not sure what the future holds. Together our group consists of 9 ambassadors and 4 mariners (including myself).


Will we get more clarity in the morning about our fate? Ask the Oracle.

Action: Investigate

Theme: Ruin

Major Plot Twist: A trap is sprung


I wake up in the middle of the night, there is only the faint moon light from small windows high up in the room. I notice a figure skulking nearby, moving to the centre of the room. There is something gleaming in his hands. I think it's the idol. A small golden statue.

I decide to get up quietly and see if I can manoeuvre to a position that will give me and advantage to pounce on him.


Move: Secure an Advantage with Shadow (+1)

Action Die: Roll 1d6 + Shadow(+1): 4+1 = 5

Challenge Dice: Roll 2d10 =  10 and 3

Weak Hit: On a Weak Hit get +2 momentum or +1 on the next move*. (I choose + momentum which bring me to 9 momentum).

*I'm using an alternate version of the Secure an Advantage move from IronSworn: Starforged.


I stand up from where I was resting and move as quietly as I can, but the figure freezes. It seems they have noticed me. 


Move: Enter the Fray - Facing Off (neither at an advantage): Heart (+1)

Action Die: Roll 1d6 + Heart (+1): 4+1 = 5

Challenge Dice: Roll 2d10 =  8 and 3

Weak Hit: On a Weak Hit choose: Bolster your position +2 momentum or Prepare to Act: Take the initiative. I choose to Take the initiative.


I throw my full weight against the figure and wrestle them to the ground.


Move: Strike - Iron (+2)

Action Die: Roll 1d6 + Iron (+2): 3+2 = 5

Challenge Dice: Roll 2d10 =  8 and 1

Weak Hit: Inflict Harm and lose advantage.

It's a Troublesome foe. I have no weapon so inflict 1 Harm = 3 ticked progress boxes out of 10.


I grapple with what seems to be a man and manage to land a couple of punches to his stomach.


Move: Clash - Iron (+2)

Action Die: Roll 1d6 + Iron (+2): 6+2 = 8

Challenge Dice: Roll 2d10 =  10 and 9

Miss: Pay the price: It is stressful. (Spirit from 5 to 4)


My opponent is stronger and more skilled at hand to hand combat and he soon has me pinned down. However the commotion awakens everyone else in the room and they pull the figure off of me.


What happens next? I will ask Ask the Oracle.

Action: Escalate

Theme: Blood

Major Plot Twist: A dark secret is revealed.


Gurgling and gasping is heard from the figure and he slumps to the floor. We discover he has stabbed himself with a short knife.  I can just about see some of his face painting, it seems to be a priest. The guards on the other side of the door tell us to quiet down, but their suspicion hasn't been raised enough just yet. How did the man get into the room?


Move: Gather Information - Wits (+2)

Action Die: Roll 1d6 + Wits (+2): 6+2 = 8

Challenge Dice: Roll 2d10 =  1 and 3

Strong Hit: Discover something useful and specific. The path is clear. +2 momentum (10 Momentum).


We search the room and notice in the back a large stone that has been pushed aside revealing a hidden passage. It seems that the man entered the room in order to hide the idol amongst us, with the intention of blaming us for it's theft. But what do we do now? Will we be blamed for the priest's death? Should we alert the guards? Or perhaps see if we can escape through the secret tunnel? Should we bring the idol with us? 

The ambassadors are certain that we must not try to escape, it would be impossible to make our way back to the boats unseen and even if we managed to escape it would damage the relationship between the two city-states. This was a trade and diplomatic mission and we must avoid antagonising the Longheads. However they do give me permission to investigate the secret tunnel to see where it leads and report back with any useful information that might prove our innocence. I grab the short bronze knife from it's deceased owner and head down the tunnel.


Delve move: Discover a site

I've decided that this site will be an Ancient Underkeep with Rank: Dangerous (2 progress per area).


I ready myself and step into the tunnel almost falling down a set of stairs, it's a few steps down and initially I think it far too dark to continue, but then my eyes adjust and I notice a faint light coming from down the corridor. I inch forward and eventually come to...


Roll Feature: Hall or chamber


...a small chamber in the centre of which is a brazier with a low burning fire. The walls are bare, this room seems have been made with only function in mind. A place to hide perhaps? There is a small bamboo matt on the floor, along with what looks like a flask and a small wooden bowl with a couple of pieces of dried fruit. There is a small bronze door on the opposite of the room. I will find out what is behind that door.


Delve the Depths with Stealth: Roll 1d6 + Shadow (+1) = 6+1 =7 

Challenge Dice: Roll 2d10 =  8 and 5

Weak Hit

Roll 48 = Mark progress (2 out of 10 progress)


I reach towards the door and push it, anticipating that it might squeak. However it opens silently. The hinges must be lubricated well in order to make sure they don't make any noise. The people that make use of this entrance have put thought into how to avoid making noise when coming and going. 


Roll Feature: Visions of this place in another time.


I'm in a hallway, then stairs that lead straight down. Intermittently there are small oil lamps in alcoves lighting the way. There are carvings of serpents and other strange animals on the walls, and abstract symbols which could be some kind of writing but I'm not sure. The flickering light of the small flames causes the patterns to seem like they are swirling and undulating, making me dizzy so that I have to steady myself. 

Perhaps the priest had lit the lamps on his way to the chamber, where he waited for his moment to enter our cell. I'm going to continue at a faster pace now, I don't want to be separated from the others for too long.


Delve the Depths with Haste: Roll 1d6 + Edge (+3) = 2+3 =5

Challenge Dice: Roll 2d10 =  4 and 5

Weak Hit

Roll 15 = Mark progress (4 out of 10 progress) and Reveal a Danger

Reveal a Danger: You encounter an environmental or architectural hazard

Aspect: Treacherous

Focus: Breach


I walk through a corridor then find to a hole in the floor that spans the entire width of the corridor. Did the priest come this way? I see small oil lamps further down the corridor. Did he jump over the hole? I look down but can't see the bottom. I look around to see if there are any clues as to how he got across. 


Move: Gather Information - Wits (+2)

Action Die: Roll 1d6 + Wits (+2): 1+2 =3 

Challenge Dice: Roll 2d10 =  1 and 3

Miss.

Shall I burn momentum to overcome this failure? Yes, reduce momentum from 10 to 2.

Convert my Action Score from 3 to 10, giving me a strong hit.

I discover something helpful and specific. The path forward is clear take +2 momentum (4 momentum).


I fear that I'm stuck but then I see some shallow recesses in one of the walls which I can use to climb across. 


Move: Face Danger - Edge (+3)

Action Die: Roll 1d6 + Edge (+3): 2+3 =5

Challenge Dice: Roll 2d10 =  8 and 3

Weak Hit: Face a troublesome cost. Choose: Dispirited or afraid. Endure stress (-1 Spirit from 4 to 3)


Climbing across is a harrowing experience but I make it across. I wonder I'm getting in over my neck. But I continue to press on as fast as I dare.


Delve the Depths with Haste: Roll 1d6 + Edge (+3) = 3+3 =6

Challenge Dice: Roll 2d10 =  4 and 5

Strong Hit: Mark Progress and Find an Opportunity.

Mark Progress 6 out of 10 in this Delve.

Find an Opportunity: 93, you are alerted to a potential threat.


Ask the Oracle

Feature: Ancient artistry or craft

Aspect: Secret

Focus: Craft


Walking down this hall the carvings on the walls become ever more elaborate. They are unlike anything I saw in the city above, nor in any other city for that matter. I wonder what kind of people created these? The scenes involve strange beings, they look like various kinds of reptiles or snakes but acting as humans. Depictions of war, hunts, building and crafting. It's strange and unnerving. Up ahead the light is brighter and I get closer I hear voices chanting, drums beating, bells ringing. I wonder what I've discovered.

As I get closer to the end of the hall I creep down and peer over the edge of a low stone wall along a set of stairs that lead down into an open space. 

Let me remind myself of the faction details I generated for the warriors and priests in the previous episode:

-------------------------

Generated with my Random RPG Faction Generator. Skim past the results for a narrative summary.


1. Caste or Faction Type: Warrior Caste

2. Origin: Splinter Group

3. Leadership: Council, Elected, self-appointed or selected on merit.

4. Motivation: Power

5. Method: Manipulate or Leverage: Using secret knowledge

6. Strength: Meticulous planning: Account for all possibilities and outcomes.

7. Weakness: Immoral

8. Secret or MacGuffin: Resource

8.6 Resource: Weapon

9. Complication: Need more or a specific resource

10. Inner Conflict: Competing whats. What should they be doing?

11. Outer Conflict: Political disruption: An unintended shift in the political environment is preventing the faction from achieving their goals.

12. Moral Compass: Let fate decide


1. Caste or Faction Type: Priest Caste

2. Origin: Local

3. Leadership: Elite. A small group of people.

4. Motivation: Revolution.

5. Method: Manipulate or Leverage: Hidden violence. Assassinations or secret raids.

6. Strength: Fanatical. Will stop at nothing to achieve their goals.

7. Weakness: They have a debt or someone has leverage over them.

8. Secret or MacGuffin: Person

8.6 Resource: Heir or claimant.

9. Complication: Need more or a specific resource.

10. Inner Conflict: Disputed leadership.

11. Outer Conflict: Direct opposition: Another faction or group is trying to stop them.

12. Moral Compass: Let fate decide.

Summary: 


There is a splinter group within the main warrior caste leadership. Some of the council members, motivated by power are plotting to remove other members to cement the position of their own clans. They've been trying to gather sufficient bronze spears and axes for their clan members but are struggling to get as many as they would like. The splinter group has been encouraged by the priest caste who believe the Longhead culture of this city is not adhering to their religion as they once did. 


The priests are becoming impatient and have resorted to subterfuge such as assassinations and now theft of the idol in order to stir up conflict. They want to show that the current leadership is ineffective. The splinter group of warriors is weary of making their big moves now and some of them are willing to out the conspiracy of the priests rather than risk showing their hand too soon. Our group is caught in the middle.

---------------------------------

Down below I see a smoothly polished multi-coloured stone floor with various circular patterns. There are priests sitting in concentric circles. Their elongated skulls are decorated with gold and jade, their foreheads painted red and white and their bodies are wrapped in various kinds of animal pelts. 

Those in the outer rings are playing various instruments in a monotonous manner while chanting. Those closer to the centre are muttering and chanting. In the centre there is an old woman holding a bowl containing a burning substance which she is periodically inhaling.

I look around to see if there's anywhere else for me to explore in order to learn more.


Move: Gather Information - Wits (+2)

Action Die: Roll 1d6 + Wits (+2): 4+2 =6 

Challenge Dice: Roll 2d10 =  6 and 8

Miss: Unearth a dire threat or reveals and unwelcome truth that undermines the quest. Pay the Price.

Pay the Price: 36 The current situation worsens.


There is no where else that I can safely go without being noticed so I just continue to observe the priests. I then notice that outside the rings of priests there seems to be (from his clothing and what looks like a stone bladed club by his side) someone from the warrior caste quietly observing the ceremony. I recognise him from the day before when we were dragged in front of some kind of council. It seems there are various factions within this city that are conspiring together.


Even though I'm only at 6 out 10 progress for this Delve I don't see how I can continue any further so I make the Locate Your Objective move. 

Rolling 2d10 = 8 and 4, a Weak Hit.

You locate your objective but face an unforeseen hazard or complication. Envision what you find or Ask the Oracle. 

I think it's clear that I've uncovered a conspiracy against my people but nothing that will actually get us out of this bind. 

There are a lot of bad omens stacking up: "Unearth a dire threat. An unwelcome truth that undermines the quest. The current situation worsens". And now "An unforeseen hazard or complication". 

I think the people in this room will soon start to wonder where the priest is whom they sent to place the idol in our cell. Which means I don't have much time to get back to the others and think of what to do next to get us out of this situation.


I sneak away as quietly as I can and rush back the same way that I came to warn the others.


Escape the Depths with Edge (+3)

Action Die: Roll 1d6 + Edge (+3): 5+3=8 

Challenge Dice: Roll 2d10 =  3 and 6

Strong Hit

You make your way to safety +1 Momentum (5 Momentum)


I make it back to the others quickly and quietly and explain to them what I've just discovered. We are in a tough situation. Behind us is a secret chamber filled with conspirators. In the room with us is an idol, a knife and a dead man, in front of guards and people who's loyalties are unknown. 

We'll have to make a decision on how to proceed, and fast.



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