Campaign Overview:
My
wife Helen and I wanted a home campaign, playing mostly “duet”
with me as GM and her playing. She plays in three of my games
regularly (4th
Edition DnD and Werewolf the Apocalypse monthly, Out of the Abyss 5th
Edition DnD every couple of months), but we both enjoy our duet games
where there's a little less social exertion.
I
picked Against the Wicked
City
(http://udan-adan.blogspot.com/p/against-wicked-city.html),
a wonderful Romantic Fantasy setting by Joseph Manola, inspired by
Central Asian mythology and the Silk Road. The Wicked City itself is
a great cesspit where, despite the corruption and horror that might
seem to overwhelm the characters, love and hope are possible and
valuable. The assumed system is a version of B/X D&D, aka Moldvay
Basic D&D. This is a simple ruleset which, for various reasons,
can encourage creative play and lateral thinking, taking the emphasis
off combat. I picked one of the adventures he has written, to give me
a little less work, and we got started.
I
had Helen roll up three characters (in Ability order, roll 4d6, keep
best three dice, HP = rolling a die type determined by class,
reroll 1s and 2s, add Constitution modifier), and then pick classes
from the five basic ATWC classes – Fighter, Trickster, Traveller,
Scholar, and Noncombatant. The numerous other classes require
“unlocking” via in-game play, which is awesome. The first four
basic classes map on to the B/X classes, with the Trickster being a
more rounded Rogue, and the Traveller and Scholar being nonmagical
versions of the Cleric and Magic User, respectively. A cool thing
with these is that Joseph gives them class abilities which no other
class has – Fighters can always knock down mundane doors and the
like, whilst Scholars can always bring to mind technical information
they might ever have conceivably read. The Noncombatant is a little
different, but is intended to be the equivalent to the standard
fantasy trope of the “heroic bystander”, the kid sister or
impractical fop who gets caught up in the adventures. They're good at
things like not being attacked, automatically passing certain stealth
rolls, and hitting enemies on the head with vases.
All
the characters speak their own language as well as the Trade
language. Their reading and writing abilities were determined via
referencing their Intelligence scores to the relevant B/X table.
Characters:
Temujin
(Fighter, Cavalryman, Apostles of the Great Revelation – Devout)
Str
16, Dex 8, Con 9, Int 7, Wis 17, Cha 15, 5hp
Temujin
is a weird character stat-wise, but that's part of the fun. He's
strong and wise, and quietly charismatic, but otherwise a bit subpar.
He rolled his subclass as Cavalryman, which led to the idea of him as
a sort of Mongol tribesman, of the ruling family of the tribe but
exiled long ago. He waits to come into his own. Til then, he wanders
the Great Road. He is profoundly religious. He met Arlo a while ago
and they have formed a friendship. Temujin has a fine warhorse.
[Fighters
get the following class abilities, for future reference: Feats of
Strength, which means they can knock down normal doors or flimsy
structures, and can bend iron bars and the like with a Strength
check; and First Aider, which means they're helpful for healing party
members in the 24 hours after a fight.]
Arlo
Benyamin (Traveller,
Huntsman, Order of the Divine Horizon – Semi-Devout)
Str
15, Dex 16, Con 13, Int 11, Wis 14, Cha 13, 8hp
Arlo
is, in a broad-based manner, the statistically best character. Dex
and Con bonuses go a long way. Over the long run he won't be as good
at combat as Temujin, but at 1st
Level they're pretty much equivalent. Arlo is on his Pilgrimage,
travelling from one Temple-Fortress to another. He's a competent and
serious man who values the social function of his people's faith. He
reluctantly took Nathaniel under his wing when Temujin and he came
upon the runaway. Arlo has a hunting dog which travels with him.
[Travellers
get the following class abilities: Herbal Healer, which means they
help with healing when travelling in the wilderness; and Wilderness
Expert, which means they can find their way almost anywhere and can
pass very difficult tracking/similar tasks via a Wisdom roll.]
Nathaniel
Joachim (Noncombatant,
Amateur Archaeologist, Order of the Divine Horizon – Non-Devout)
Str
10, Dex 14, Con 13, Int 11, Wis 9, Cha 13
Nathaniel
is a a would-be archaeologist who has left home (abruptly) to
discover the world and make his name. He likes comfort, is a bit of a
charmer, and has comfortably the most money of the group. He has
tagged along with Arlo and Temujin quite happily, appreciating the
protection they offer, and finding it nice to have someone else who
speaks his native language. He reads a little of an important defunct
script from a ruined civilization on the Silk Road. He has, as
mentioned above, a bunch of fun abilities to do with seeming harmless.
Paradigms:
We
rolled religions for Helen's characters from the ATWC random tables,
adding a few details to them to flesh them out. However, to
systematize the process before – and to offer a “sort-of
alignment” - I've renamed them “paradigms”, and defined
character attachment to them in a threefold way – Devout,
Semi-Devout, and Non-Devout. The first assiduously follows and
believes in the paradigm, the second engages with some aspects of it
(e.g. inner spiritual exercises, social functions), whilst the last
is largely indifferent to it, though probably not terribly hostile. I
think this in a very simplified way reflects the way most of us
engage with the paradigms that direct our lives, and avoids a
Good/Neutral/Evil categorization. It's partly inspired by Vampire:
the Masquerade – one of the cleverer mechanics introduced by the
“even worse super-bad-guy” faction, the Sabbat (who I think were
mostly a cover for potentially unhinged misanthropy on the part of
players) was the idea that vampires who abandoned the “Path of
Humanity”, broadly normative human morals, would need some other
Path if they wished to stave off their bestial nature. Some Paths
were pretty savage and horrifying; some were, in a strange sort of
way, almost admirable. And so we get to this.
The Order of the
Divine Horizon
The Order is a minority
sect, marginal and grudgingly tolerated. A dualistic religion with
two divinities (Utu, Lord of the Sun, and Inanna, Queen of the Earth,
who are brother and sister), both of which are revered equally as
king or queen of one half of reality. Its core belief is that worldly
pleasures are sinful and asceticism is the path to holiness. The
faith includes strong elements of folk magic, with the faithful
encouraged to wear charms and talismans for good luck and to utter
hymns and incantations to protect themselves from evil. The trade
networks that the Order has established along the Great Road play an
important part in keeping the religion alive. The religious life of
the faith is built around a handful of large temple-fortresses, where
all religious and ceremonial activities are concentrated. A key proof
of piety amongst young adults is undertaking a pilgrimage between
temple-fortresses prior to marriage, delivering post and gifts from
their parents and from each temple-fortress they have visited along
the way. The temple-fortresses have “Outer Courts” with hostels
and merchants for outsiders, whilst the Inner Courts are reserved for
members of the Order (which is a hereditary matter). They are major
stops on the Great Road.
The Apostles of the
Great Revelation
Originally
hailing from another land, the Apostles were persecuted into oblivion
and is now extinct in its homeland, living on only amongst of the
clans of the High Steppes. The Apostles worship one god (Goktanri,
“Sky God”) – all others are false. They believe that if only
the Reign of the Faithful could be instituted everywhere, then
everything would be perfect! That we are being justly punished for
the sins of our ancestors. That the End of Days is upon us, and we
must prepare ourselves for the final battle of good and evil! Due to
the syncretic fusion of its teachings with the shamanic traditions of
the area, the faith is actually mostly concerned with the management
of troublesome spirits. The faith places a strong emphasis on the
practise of silent meditation. Its holiest ceremonies are very quiet
and very serious. Every faithful household maintains a small family
shrine within its dwelling-place. The faith has exacting ritual
purity requirements, which its followers are expected to observe
scrupulously (although many of them don't).
Mini-Sessions
1-4 – The House of Granite, Ganbataar's Clan, and the Nine Valleys
People
Our initial “session” has actually consisted of four
mini-sessions, due to the trouble of us being tired out at the end of
long days! But this represents about three hours of play.
The action starts with the party arriving at the House
of Granite, a Divine Horizon Temple-Fortress on the Great Road. Arlo
offers his services to the Master there, Zephaniah, who is a friend
of Arlo's parents – they met many years ago on their Pilgrimages.
Zephaniah asks Arlo to collect some fine horses the House has
purchased from a nearby steppe clan. The three travellers ride out
off the Great Road, east of a range of mountains, towards the rough
area the clansmen should be – Arlo, using his Wilderness Expert
feature, easily tracks the movements of the nomads, and they come
upon the camp with no mishap.
They discover the young chief they have been sent to
meet, Ganbataar, has recently gone missing after a hunting trip near
the taiga to the north. The party meet Ganbataar's three closest
associates: Narangarel, his no-nonsense fiancée, who is organising
an expedition to find him; Batbayar, his best friend, who Ganbataar
beat out in the ritual contests to succeed the old chief; and
Terbish, a wily old stager and friend of Ganbataar who has just
returned from service to the Khan. All three were on the hunting trip
where Ganbataar went missing. Batbayar reports seeing his friend
disappear into the forest with a strange woman, and doesn't hold out
much hope for finding him, but seems willing to aid Narangarel in
whatever way she wants. Terbish tells Arlo he just thinks that the
young chief was killed by a local taiga dweller, and the best they'll
achieve is find his body and start a war. These three, plus two
cousins of Narangarel, make up the expedition, and the party go with
them, seeking to accomplish their aim of getting the horses promised.
As they travel out, after some time travelling, they get
a Random Encounter ping, and meet 9 Skullwearers – half-insane
cannibals who have the facial bones of their victims sewn to their
faces. I wondered if this might be the very swift end of the plucky
adventurers, but rolled Reaction anyway (2d6, low means aggression,
high means peaceable, modified by Charisma of your side). I rolled a
natural 12, and the Skullwearers' leader rode down to meet
Narangarel. He politely asked if the travellers had seen any
merchants recently, as he desperately needed to “buy items...of
various kinds”. Narangarel and the others denied seeing any other
travellers, and then Narangarel told the Skullwearers not to follow
them. Presumably the nutcases wanted an easier target than 8 armed
warriors (well, 7 armed warriors and one robe-wearing dilettante).
The
expedition arrived at the edge of the taiga, and met two
reindeer-herders travelling along a causeway through a marsh. They
received directions to the nearest village of the Nine Valleys
People, the tribe that inhabited the local area. The PCs let
Narangarel engaged with the local chief and his shaman, and then
encouraged the steppe clansmen to camp away from the locals so they
could discuss the matter. It turned out the chief had claimed not to
have seen Ganbataar. Terbish gain expressed scepticism of success,
whilst Batbayar told a fireside story of the Mourning Khatun, a great
queen of the steppe nomads who had ruled well whilst her husband was
away at war. When the Khan died in battle, she apparently retired to
the taiga, where she must have died. Batbayar wondered if they might
find her grave on their wanderings.
The
next day, the travellers continued on to another camp of the Nine
Valleys People, where they came upon more outsiders – a woman from
the south with 5 mercenary guards. The woman was arguing with the
local headman. The new arrivals spoke to Tuyaara, a local girl, who
said she hadn't seen Ganbataar and explained that the outlander woman
was called Galiya was from the Wicked City, here to look for relics
to take home. Once the searchers were alone again, Batbayar voiced
his suspicion of Tuyaara, who he considered quite beautiful –
perhaps she was the one who had bewitched Ganbataar.
Temujin
approached Galiya, who explained she was an archaeologist who was
here to find the former home of a khatun from the steppes, a tower
somewhere nearby which she wishes to excavate. Galiya offered to hire
the three adventurers at 1sp a day each, though she was sceptical of
Nathaniel's use (but Temujin rolled well on a Charisma check).
Temujin explained their contract would have to end if they saw
Ganbataar, to which Galiya agreed. Temujin explained this to
Narangarel, who thought it was a good way to cover more ground –
and to keep an eye on Galiya, whose exotic nature made her
suspicious.
Arlo
then saw Tuyaara sneaking out of the village with a sack, and sought
to follow her. He was, however, unable to undetected, and there was a
minor confrontation between the two, with Tuyaara eventually going on
her way alone. Arlo returned to the village and asked him about
Tuyaara. The headman mentioned her drunk uncle Elley, a difficult man
but also a shaman who pleases the spirit, especially the Rosefinch
Mother, the founder of the Nine Valleys People. It turned out Elley
lived in the area this particular camp of Nine Valleys People usually
inhabited. Arlo wondered (privately) if Tuyaara was off to see Elley.
Tuyaara
returned and was confronted by Batbayar who accused her of knowing
where Ganbataar was – Arlo stepped in to calm the situation down.
Tensions were left high between the steppe clansmen and the local
tribesmen. Later, Nathaniel approached Tuyaara at her fireplace.
Reaction roll was a 10, +1 for Nathaniel's modifier and +1 for the
Noncombatant bonus when blood hasn't been shed. The two spoke for a
long time over dinner, and Nathaniel won Tuyaara's trust. Tuyaara
said the locals did actually know where the khatun's tower was, but
weren't telling Galiya in case she desecrated it, as they expected
she would (and as in fact she had essentially said she would). This
would cause the spirits to be angry. Nathaniel explained the purpose
of archaeology, but also recognized the problem. Nathaniel then
explains they're here to find their friend, and Tuyaara suggests her
uncle Elley might know something about it, or at least can ask the
spirits. She offers to take Nathaniel to Elley, who agrees. Nathaniel
explains his plan to his friends, and feigns food poisoning the next
morning. Arlo and Temujin ride out with Galiya, and roll a random
encounter – Taiga Random Encounter 8, a local shaman and her
assistants, who meet Galiya's group as it searched for the khatun's
tower.
At
this point, Helen is a bit suspicious of several people – Batbayar
might be jealous over losing the clan chiefdom to Ganbataar, whilst
Galiya may or may not know about the chief but certainly does seem to
be a danger to the local spiritual equilibrium. Her party is now
split between the combat-oriented characters accompanying Galiya, and
Nathaniel off to see Elley (whilst staying in the general vicinity of
Narangarel's expedition).
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