RPG setting content based on the real sunken subcontinent of Sundaland. Imagine a land where the progenitors of the ancient Egyptian, Mesopotamian, Indus Valley and American cultures came from. I also post about ancient history topics that can serve as inspiration.
The overall tone is Bronze Age to Classical Antiquity type civilisations with a touch of Sword & Sorcery.
Last time Auko and Kiakro (my character) were travelling through the forest after having escaped our former captors. Auko is now attempting to take us to the City of Pearls where we can start a new life.
After several days travel we start noticing evidence of slashing and burning, fewer tall trees and more open spaces, this is evidence of a nearby settlement.
Suddenly a threatening voice calls out.
We both freeze. While the voice is speaking in an unfamiliar dialect we understand enough to know we must stop.
Is there only one person or are there more?
Ask the Oracle 50/50: 41
A single figure steps out form behind some tall ferns, holding a bow and arrow that's pointed right at us. He's wearing only bark-cloth shorts and a couple of feathered bands around his arms.
He asks us where we are from
Roll on the Disposition table: 77 Unfriendly
He's not happy to see us. It's sensible to be weary of strangers.
We hold up our hands to show we have no weapons with us and tell him we've escaped capture. The man cautiously comes closer.
We trigger the Compel move. Charm, Pacify or Banter
Action Die: Roll 1d6 + Heart (1) = 4 + 1 for a total of 5.
Challenge Dice: Roll 2d10 = 6 and 1.
Weak Hit, +1 Momentum
The man doesn't seem convinced but we decide to offer him the fruits and nuts we've collected along the way. We hold the food out in front of us and place it on a large leaf, then step back. It's not much but it's a universal gesture and all we have (-1 supply, we now have 0)
He steps forward slowly, lowers his bow and picks up what we left him, scooping it into a pouch he is wearing around his waist.
"What are you doing travelling through our territory? Where are you going?"
We explain that we're only passing through and that we are heading to the great city. As he is closer we are able to show him the scars on our body which indicate our cruel treatment while we were held captured and this seems to satisfy him to an extent.
"You may rest in our village, but you can't stay for long."
His bow is now lowered but the motions a direction for us to walk in. We walk for a short while until we get to a clearing where there are around ten small homes built with wood, bamboo and various grasses. There is one larger building in the centre. There are around fifty people, men women and children going about their business.
I'll ask the Oracle whether there is an issue that the villagers need help with. There must be a reason why the man was unfriendly yet decided to bring us to his village. 25% there's no issue, 75% there is.
90, yes there's something wrong.
Roll on the Settlement Trouble
Result: Rival Settlement.
I roll on the Action and Theme tables: Communicate, Risk
The people of the village notice us and the women start gather their children inside their homes. All the men rush up towards us but our guide tells them not to worry, that we're not from the the next village. He explains that there's been tension between the various people's of the lowlands. Over the past couple of months there's been increased competition for food and resources resulting in occasional clashes between both groups. Everyone is weary of strangers. However this village wants to make amends and would like to offer a gift to the nearby village.
They believe it's too dangerous for one of them to go but we could be a neutral party to open up communication. In exchange the villagers say they will provide us with food, escort us through their territory and point us in the right direction to the City of Pearls. We agree since we don't have any other options right now.
We trigger the Sojourn move.
Action Die: Roll 1d6 + Heart (1) = 6 + 1 for a total of 7
Challenge Dice: Roll 2d10 = 1 and 4.
Strong Hit: Take +2 Momentum and Provide Aid: Take a Quest +1 on swearing a vow.
We Swear a Vow to open up communication channels with the other village.
Make the Swear an Iron Vow move +1 (Heart) and +1 from Providing Aid.
Action Die: Roll 1d6 + Heart (1) + 1= 2 + 1 + 1 for a total of 4
Challenge Dice: Roll 2d10 = 3 and 2.
Strong Hit: It's clear what we must do +2 momentum.
I decide this is a Troublesome quest (the lowest difficulty). In the last game I made the Reach Your Destination move and got a weak hit. Normally I wouldn't play out a whole side-quest but I want to learn a bit more about the surrounding lowlands before I get to the city.
We agree to help the villagers. It seems they have a package that we need to deliver. It contains various wooden carvings which look like idols and what looks like some cinnamon sticks in bamboo containers, a valuable gift.
We eat with the villagers in the evening and sleep in a small hut as someone sits outside to watch over us. In the morning they give us some supplies (+2) and a guide will take us part of the way.
We set off in to the forest until we reach a river with a large tree trunk straddling across it. This marks the end of the villagers territory and the start of the neutral area. If we keep walking straight ahead we will reach the other tribe's area within half a day.
In stead of rolling separately for the Undertake a Journey move I'm going to treat the journey and the quest as the same Troublesome progress track.
Undertake a Journey
Action Die: Roll 1d6 + Wits (2) + 3= 5
Challenge Dice: Roll 2d10 = 1 and 9.
Weak Hit
We reach a waypoint and mark progress (3 out of 10) but suffer -1 supply.
We walk through the forest in the direction that we were pointed in. Talking loudly as we go in order to draw attention to ourselves, we don't want to seem like we're sneaking around.
We are successful as we hear shouts and soon we are surrounded by several men, pointing spears and bows at us. They're a little differently compared to the other tribe but their language is similar and just as understandable.
Roll on the Character Disposition table: 68 Demanding.
They are putting on a big display and demand to know who we are. Luckily the can see we are not from the other village and are strangers to this area.
As before the Compel move is triggered as we explain who we are and why we are here.
Action Die: Roll 1d6 + Heart (1) + 3= 4
Challenge Dice: Roll 2d10 = 2 and 3.
A Strong Hit. They do what we want or share what they know. Take +1 momentum (8 total).
They seem satisfied that we are not a threat and that we are indeed envoys from the other village. They decide to escort us to their village, which is only a short walk away.
I decide this counts as more progress on this Troublesome quest so we've reached 6 out 10.
When we arrive at the new village there are a group of elders waiting to greet us. They guide us into a circle and we present the gifts that we have brought. The village elders inspect the gifts and start a discussion amongst themselves. One of the elder women comes forward and speaks to us.
I'll roll on the Character tables to find out about them.
Role: 36, Priest
Descriptor: 62, Honest
Disposition: 34, Indifferent
Goal: 39, Restore a relationship
She tells us that they are satisfied with this offering of peace and that hostilities will cease. However we are to tell the other village that they must stay on their side of the river from now on.
With that done and still plenty of time left in the day we head back to the river with an escort where we are met by hunters from the first village. The two tribes confirm with each other that the exchange was satisfactory and we are brought back to where we started.
I will mark another 3 progress bringing us up to 9 out of 10.
I make the Fulfil Your Vow move.
Progress: 9
Challenge Dice:7 and 2.
Strong Hit.
The quest is complete and I mark 1 experience.
The elders of the first village that we encountered confirm with us and the hunters that the gifts were delivered and that a truce has been struck. They are grateful for our help and as promised they will provide us with supplies and a guide who will aid us on our travels.
After a night of rest we are provided with enough food to last us several days (back up to +3 supply) and we follow a guide on the final leg of our journey to the City of Pearls.
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