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Summer Adventure


desertfox

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Spring comes. Flowers erupt in the grassy spaces around the city.

The priest of Demeter, named Trypho, is pleased with the newcomers' hefty poppy tribute and becomes their local sponsor. He intuits that their mission is to spy for their home city and learn the Snake Prefect's secrets. He is an outsider himself, from annexed Heracleia, so understands their impulse to resist Miletus' power.

He explains that a key to the city's affairs is an understanding of its four castes.

--First, the Order of the Serpent, the snakemen and their leader the Prefect. They inhabit the city's finest buildings around the 'New Palace'.

--Then the Metics, the mostly free middle caste of merchants, skilled craftsmen and trained mercenaries.

--Then, Foreigners, free to do business but subject to scrutiny by the local 'watch'. At night, restricted to a foreign quarter outside the city walls.

--Finally, the drudges, whose grey tunics show their lowly status. They inhabit a rubble-filled slum.

To maintain a useful cover, Trypho explains, they must win the respectable status of Metic as soon as possible. By showing their skill in a craft, setting up as a merchant, or associating with the mercenaries who practice with arms outside the Temple of Ares.

 

OOC

1. First of all, refresh Favors.

2. Have a look at the city map in the map thread.

3. Assuming you follow Trypho's advice, which route to 'respectable' urban status do you attempt?

--'craft' route, roll repair

--'merchant' route, roll both persuade and SMA, take the lower

--'merc' route, roll both fighting and persuade (for carousing), take lower

You need a success at least. Shifts indicate that you making some inroads into local society.

 

 

Edited by desertfox (see edit history)
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Pace 6, Parry 7 (1), Toughness 7 (1), Favour 3 0

Coroebus joins the mercenaries, trusting in his strength and charm.

Edited by Sir Lazeabout (see edit history)
Name
Fighting
2; 2
explode(1d8,8);explode(1d6,6) [2]; [2,2]
Fighting (Favour reroll)
2; 2
explode(1d8,8);explode(1d6,6) [2]; [2,2]
Fighting (ANOTHER reroll!)
3; 1
explode(1d8,8);explode(1d6,6) [3]; [3,1]
Fighting (hell with it, I'll just blow it all!)
2; 4
explode(1d8,8);explode(1d6,6) [2]; [2,4]
Persuasion
3; 3
explode(1d8,8);explode(1d6,6) [3]; [3,3]
Persuasion (Charismatic reroll)
5; 2
explode(1d8,8);explode(1d6,6) [5]; [5,2]
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image.jpeg.e8831a97289eb3453ae63c49866162b9.jpegZorus


 

Zorus considers his options, not really caring much for the plan of patient espionage, but understanding that not every problem can be smashed with a club or picked up and thrown. His first inclination is to follow Coroebus and join the mercenaries, but he's never been much for soldiering and rigid discipline and figured that he might somehow find himself in trouble with that route. Instead he decides to spend time working on crafts and repairs. He isn't a master by any means, but Zorus enjoys building things with his hands and hopes that he can be competent enough to fit in and gain some respect.

 

 

 


Quick Stats

Parry: 6

Toughness: 7 (3)

Favor: 2

Status: Normal

Full Stats

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d10, Vigor d8
Skills: Academics d4, Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d4, Language ( Koine) d8, Notice d4, Performance d4, Persuasion d4, Repair d4, Riding d4, Stealth d6, Survival d4
Pace: 6; Parry: 6; Toughness: 6 (3)
Hindrances: Overconfident, Stubborn, Vengeful (minor) (1 Edge, 1 Attribute)
Edges: Legendary Hide (custom), Brawny (custom)
Weapons: Spiked Great Club, 6 javelins, wineskin, 5 days rations, sack
Language: Koine (native, d8) Lydian (d?)
Current Wealth: 44ah

 

Edited by Ace Bronson (see edit history)
Name
Repair
1; 2
explode(1d4,4,6);explode(1d6,6,6) [1]; [1,2]
Repair reroll (using Fate)
3; 2
explode(1d4,4,6);explode(1d6,6,6) [3]; [3,2]
Repair Re-reroll :/
7; 5
explode(1d4,4,6);explode(1d6,6,6) [4,3]; [4,3,5]
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Posted (edited)


 

OOC

So this is an investigative adventure, possibly short, which I’ll run in three strands. The characters may come together from time to time, but will use their contacts to pursue different lines of enquiry. Remember, the goal is to learn about the snakemen , the nature of their regime and their plans for Micropolis. So you are spies looking for intel.
 

You have split your party fund and sold booty to fund your stay in the city. To stay above water, Coroebus has to lodge in a humble, shared kapelion room. Zorus, working as a teknos (carpenter) , is solvent and has a small rented house and servant.
 

Choose just ONE or TWO leads from the lists below as the starting point of your investigation. You can return to other leads later.

Coroebus

-has the freedom to roam most of the city, apart from the Champions’ quarter. What locations (two say)might be investigated? How?

-knows the names of all the mercenaries who train outside the Temple of Ares. He drinks with some who wish to join the Champions, the city’s elite force which contains both snakemen and non snakeman units. Some don’t seem to want this. What enquiries might he make in his cups?

—one of the Champion wannabes asks C to drive a chariot in a lion hunt that includes snakemen. Does he take up this offer? He will need to perform relatively solidly for his friend to shoot.

-rather than hunting info , C could take part in some small funerary Games held to honour an old trainer. Perhaps if he did well he might attract the interest of the local powers (or he may wish not to do this)


Zorus

-has the same freedom to roam the city, possibly including the Champion quarter to ply his trade. Same questions.

—can actually work inside some of the large buildings, many of which are being improved. Which one might he choose and what look for.

—hears that a wealthy snakeman wishes to have a large banquet table installed in his villa. An opportunity to snoop in a snakeman household, but a job he better not mess up.

— can join a carpenter proto-guild and attend weekly banquets to hear gossip.

 

Just pick for now. Or suggest a different tack. I’ll give some further options based on your choices.

 

 

Edited by desertfox (see edit history)
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15 hours ago, Laird_Thorne said:

As it is his calling he feels, Calix has spent his time with the Craftsmen.

It is Calix, of all people, who fails to make his mark in the serpentmen’s city. His work does not have its usual lustre, and he does not seem able to draw on his creative powers to rescue his efforts.
 

Gradually, he sees that the watch are following his movements with suspicion. He will likely soon be expelled, or tried as a spy or (best luck) vanquished to the foreigner’s quarter outside the gates. Unless, unless, he don the grey tunic of the drudge and —descending into anonymous obscurity— escape the watch’s notice.
 

OOC

Realistically, if it was just about survival, Calix could join Zorus as his assistant. But for the sake of intel, better to split off and try a different tack. The two real options are to accept expulsion to the foreigners’s quarter, outside the gates but speaking with visiting merchants and such. Or going doooown into the ranks of the drudges. Both viable options, latter having the advantage of making his DAS edge a real boon. But being subjected to the full brutality of serpentman rule.

 

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spacer.pngCalix Maren

Pace: 5 (d4), Parry 5, Toughness 7 (2), Favor 2

 

Although he had been used to difficult times, Calix's moods became a bit darker over several weeks, drawing him toward the end of all things. However, some spark inside his mind kept him from completely getting lost in that descent and it flared as time and again he encountered one of several sets of eyes upon him and realized that he was being watched.

His experiences on the battlefield, in the arena and in life helped him in knowing the advantages of obscurity and being overlooked and underestimated. Consigning himself to a long-term quest to find out why he was being watched and what riddle it was that was there in the back of his mind urging him on, Calix headed for the lower parts of the city, taking his place in the grey among the dregs of the serpentmen's society.


Show Statblock

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Battle d4, Common Knowledge d4, Fighting d8, Notice d8, Persuasion d4, Repair d8, Stealth d4, Survival d8, Taunt d4
Pace: 5; Running Die: d4; Parry: 5; Toughness: 7 (2)
Hindrances: Bad Luck, Loyal, Slow (minor)
Edges: Dark Ages Survivor, Feint
Armor: Scaled Leather Jerkin (Armor 2; Torso, Arms)
Weapons: Unarmed (Range Melee, Damage Str), Gladius (Range Melee, Damage Str+d6), Sling (Range 4/8/16, Damage d6, ROF 1)

Loyal

Special Abilities

  • Languages Known: Latin (native), Aramaic, Celtic, Germanic, Islander, Koine, Literacy (Linear B), Lydian, Minoan

Advances

  • Novice 1: Two Skills (Notice, Survival)

Favor (Bennies): 2

 

OOC: He'll take on the grey tunic. :) I would like for him to, having a plan in mind, purchased as much of a small storage are or small shelter where he could safely hide his Gladius and Armor, among other items, while doing all the dredge-work. :)

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Pace 6, Parry 7 (1), Toughness 7 (1), Favour 0

While the gods inexplicably seems not to love him much at the moment (but that is surely madness, for how could they resist him?), Coroebus boldly opts for the lion hunt.

Name
Riding
3; 1
explode(1d4,4);explode(1d6,6) [3]; [3,1]
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Posted (edited)

Calix takes on the grey tunic of the Miletus rabble and vanishes into its slum. The drudge district occupies the ruins of a once thriving quarter. He finds a small shelter in the form of a collapsed forge. Here he hides his gladius and armor as well as a set of simple tools. Like Coroebus, Calix still has a hundred or so arrowheads as his share of the spy fund. But must eke this out carefully.

By day the drudges are herded into work teams, carrying out manual labour mending walls, building extensions to the palace and such.

 

OOC

@Laird_Thorne later edit: Giving Calix a Favor for choosing the gloomy path.

 

1) Make a VIG roll to survive the forced drudge labour.

2) Choose just ONE or TWO leads from the lists below as the starting point of your investigation. You can return to other leads later. Calix:

--can help/make friends with those in his work team who suffer from infirmities. (Using his DAS edge, rolling heal with his SMA).

-- after work, can roam the drudge quarter. The place has its own nasty kapleion, a well, a ramshackle shrine to Hecate and a large hostel for visiting poor agora traders. What locations (two say)might be investigated? How?

-- another location he can visit is the agora, open to all. this is thronged by poorer visitors from the countryside, selling vegetables, acorns, and olives. Many bring stories from their villages.

--can help fix up some poorer folks' hovels, often built in the foundations of once decent houses [roll repair off the bat]

 

 

Edited by desertfox (see edit history)
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Posted (edited)
4 hours ago, Sir Lazeabout said:

Pace 6, Parry 7 (1), Toughness 7 (1), Favour 0

While the gods inexplicably seems not to love him much at the moment (but that is surely madness, for how could they resist him?), Coroebus boldly opts for the lion hunt.

Zeno, Coroebus' friend, curses. "Gods! You said you could drive! You Micropolis goat!"

The chariot, enveloped in dust, has skidded into a dusty verge. There is now no sign of the other two , faster chariots in the hunt. Coughing, Zeno and Coroebus dismount to free a trapped wheel.

A shape slinks through the dust. Their prey. The lion! Now their hunter!

OOC

@Sir Lazeabout later EDIT: giving Coroebus a Favor for choosing the exciting but obv mental option.

Make two rolls. Roll notice (Hard, -2) to pull a weapon in time. Then fighting versus parry 5 to stab the (small) lion before it bites you (or Zeno)!

 

Edited by desertfox (see edit history)
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spacer.pngCalix Maren

Pace: 5 (d4), Parry 5, Toughness 7 (2), Favor 1

 

The days doing the drudge work were hard and intense, moreso than he had felt for a long time. He knew that his forge-work had kept him from doing most of what he had done, and the way his bad leg throbbed and swelled at the ankle reminded him of the reason for it.

Still, he couldn't help but be concerned for some of those he worked with and their more serious infirmities. From time to time, Calix was in a position to help some of these by providing some of the various home remedies he had learned in the field and with simple medical attentions. It seemed like perhaps the rulers didn't care about the dregs and didn't understand that it was these type of people who kept things running smoothly.

Even though his leg ached, and his arms and shoulders felt like he had fought a century of battles he still felt he needed to do something about the condition of the dwellings around him. Many had fallen into disrepair and were ready to collapse upon those inside. Unable to turn a blind eye, Calix spent what free time he had, even to the point of not resting as he should to try to improve the conditions by a brace here, a patched foundation there, and a fresh layer of straw with mud to patch walls to keep the night air out.


Show Statblock

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Battle d4, Common Knowledge d4, Fighting d8, Notice d8, Persuasion d4, Repair d8, Stealth d4, Survival d8, Taunt d4
Pace: 5; Running Die: d4; Parry: 5; Toughness: 7 (2)
Hindrances: Bad Luck, Loyal, Slow (minor)
Edges: Dark Ages Survivor, Feint
Armor: Scaled Leather Jerkin (Armor 2; Torso, Arms)
Weapons: Unarmed (Range Melee, Damage Str), Gladius (Range Melee, Damage Str+d6), Sling (Range 4/8/16, Damage d6, ROF 1)

Loyal

Special Abilities

  • Languages Known: Latin (native), Aramaic, Celtic, Germanic, Islander, Koine, Literacy (Linear B), Lydian, Minoan

Advances

  • Novice 1: Two Skills (Notice, Survival)

Favor (Bennies): 1

 

OOC: Oh sure, pick on his Vigor because he didn't boost it.... LOL :) Die roller hates me.. Preview it was a 5 and 11, but then becomes a 3, 2... stupid roller.. LOL

 

Edited by Laird_Thorne (see edit history)
Name
Vigor
3; 1
explode(1d6,6);explode(1d6,6) [3]; [3,1]
Vigor reroll (Favor)
2; 2
explode(1d6,6);explode(1d6,6) [2]; [2,2]
Vigor reroll (Favor)
3; 2
explode(1d6,6);explode(1d6,6) [3]; [3,2]
Repair
5; 5
explode(1d8,8);explode(1d6,6) [5]; [5,5]
Healing
1; 4
explode(1d8,8);explode(1d6,6) [1]; [1,4]
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Pace 6, Parry 7 (1), Toughness 7 (1), Favour 0 1

Fearlessly, Coroebus reaches for his spear!

OOC: This would be a very good time for luck to stop sucking. :o

ETA: YAAAAAAY! :D

Edited by Sir Lazeabout (see edit history)
Name
roll
4; 5
explode(1d4,4)-2;explode(1d6,6)-2 [4,2]; [4,2,6,1]
Fighting
5; 1
explode(1d8,8);explode(1d6,6) [5]; [5,1]
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image.jpeg.e8831a97289eb3453ae63c49866162b9.jpegZorus


 

Zorus considers his options and decides the safest, most fruitful path would be to find a large building to work in and see what he can discover. The guild gossip sounds terribly dull and he fears that his rudimentary carpentry skills would not be up to the challenge of making a fine banquet table. If he's able he chooses the building that seems to be the closest to the center of activity but with a job that he can blend in with and not be likely to mess up.

 

 

 

 


Quick Stats

Parry: 6

Toughness: 7 (3)

Favor: 2

Status: Normal

Full Stats

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d10, Vigor d8
Skills: Academics d4, Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d4, Language ( Koine) d8, Notice d4, Performance d4, Persuasion d4, Repair d4, Riding d4, Stealth d6, Survival d4
Pace: 6; Parry: 6; Toughness: 6 (3)
Hindrances: Overconfident, Stubborn, Vengeful (minor) (1 Edge, 1 Attribute)
Edges: Legendary Hide (custom), Brawny (custom)
Weapons: Spiked Great Club, 6 javelins, wineskin, 5 days rations, sack
Language: Koine (native, d8) Lydian (d?)
Current Wealth: 44ah

 

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On 3/12/2024 at 1:44 PM, Laird_Thorne said:

spacer.pngCalix Maren

Pace: 5 (d4), Parry 5, Toughness 7 (2), Favor 1

 

The days doing the drudge work were hard and intense, him from doing most of what he had done, and the way his bad leg throbbed and swelled at the ankle reminded him of the reason for it.

Still, he couldn't help but be concerned for some of those he worked with and their more serious infirmities. ...

Even though his leg ached, and his arms and shoulders felt like he had fought a century of battles he still felt he needed to do something about the condition of the dwellings around him. ...

 

 

OOC

So I'll do a deal here. Calix isn't managing the hard labour. I'll take the healing roll a(and action) and use it to save Calix! We'll allow the repair action.

Calix feels his vigor flagging. He has suffered such hardship before and knows a remedy. In the agora he buys a few things, brews a green tonic, and maintains something of his strength.

Working on the nearby hovels uses little of his stamina. It is easy to show others how to shift toppled stones and make decent shelters from the rubble. He starts to see that a few places have small cellars. His own home, the collapsed forge, also has a such a space. Clearing a little rubble, he also sees that some of the cellars are linked by half-collapsed passages.

 

OOC

To explore, we can assume you buy a few torches, or a lamp, and snoop about. Roll stealth not to bring down the passageways on your head. And notice. Or try another lead/ do something else...

 

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Posted (edited)
On 3/12/2024 at 5:34 PM, Sir Lazeabout said:

Pace 6, Parry 7 (1), Toughness 7 (1), Favour 0 1

Fearlessly, Coroebus reaches for his spear!

OOC: This would be a very good time for luck to stop sucking. :o

ETA: YAAAAAAY! :D

The lion shrinks back at the touch of the (borrowed?) spear. An instant later, a long arrow strikes the cat dead.

But the shaft has not flown from Zeno's bow. The hunt's lead chariot has appeared. A serpentman, yellow-green scales agleam, smiles from its car.

"Well done, hunter--good to see that the art of the spear has not vanished. Your name is Coroebus, yes? The handsome athlete from Micropolis? Drive for me, awhile."

He shoves the driver from his chariot.

OOC

Coroebus has a chance to serve as the serpentman's charioteer. Engaging in low-level banter with the snakeman, impressing him. Also to pose a question or two if he dares. Roll persuade and indicate anything you try to discuss. Roll for drive(ride) again--successes and raises will each increase your persuade roll by +1. A fail will reduce it by 2.

 

 

Edited by desertfox (see edit history)
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