Jump to content

Summer Adventure


desertfox

Recommended Posts

Posted (edited)
17 hours ago, Ace Bronson said:

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.

OOC

The building that fits this bill, seems to be the City's Great Store . On your map, the large open square indicated just N-W of the number '7'. A large warehouse where goods from the nearby port are collected. (not in the map legend).

Zorus finds work easily in the Great Store. Building pinewood scaffolding to allow masons to seal the building's earthquake-cracked walls. Zorus perceives two things of note quite quickly. Firstly, the masons are working to strengthen the building by decreasing its size. Indeed, the place seems only half-full with its reduced dimensions.

Secondly, while he does not seem to have chosen the most revealing of locations for spy-work, the tall structure does afford him a good view of the port and Metic district. And offers glimpses into the more distant parts of the city.

 

OOC

Interact however you wish with the masons--they seem to know about the work. Also:

1. make a single climb roll, to check whether you don't fall off the scaffolding (quite high in places)

2. Make a notice roll to indicate what you spy from your vantage places..

 

Edited by desertfox (see edit history)
Link to comment
Share on other sites

spacer.pngCalix Maren

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

 

The homemade remedy he used seemed to work. It gave Calix a bit to breathe as he looked around, taking it easy for a bit.

After a while, he began exploring, finding the hidden corridors. Realizing the need to be able to see, as well as not knowing what was down there, he returned to his stash, put on his armor and his Gladius before picking up a lamp to light his way.

 

 


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: Thank you! I'll do the exploring and purchase a lamp for it. :) Well, phoo! Can we say it collapses before he gets into it?

 

Edited by Laird_Thorne (see edit history)
Name
Stealth
1; 2
explode(1d4,4,6); explode(1d6,6,6) [1]; [1,2]
Notice
15; 9
explode(1d8,8,6); explode(1d6,6,6) [8,7]; [8,7,6,3]
Stealth (reroll)
1; 2
explode(1d4,4,6); explode(1d6,6,6) [1]; [1,2]
Link to comment
Share on other sites

OOC

Yes ---let's do the same again and use the exploded notice roll to let you see the problem in time. That's the end of that line of enquiry though :)

 

Link to comment
Share on other sites

23 hours ago, desertfox said:

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

 

 

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

Coroebus attempts to both drive and schmooze and does decently, albeit unexceptionally, at both.

"You know, my fellow citizens and I met some of your colourful kind on the way here," he says cheerfully after a few laughs have been shared. "They invited us to a symposium of some sort, but of course we were in a hurry to reach our destination. Perhaps we should not have been so hasty. I keep wondering what matters of import might have been discussed there!"

Edited by Sir Lazeabout (see edit history)
Name
Riding
7; 5
explode(1d4,4);explode(1d6,6) [4,3]; [4,3,5]
Persuasion
2; 4
explode(1d8,8);explode(1d6,6) [2]; [2,4]
Persuasion (Charisma reroll)
4; 3
explode(1d8,8);explode(1d6,6) [4]; [4,3]
Link to comment
Share on other sites


image.jpeg.e8831a97289eb3453ae63c49866162b9.jpegZorus


 

Zorus takes some time to ingratiate himself with the masons, cracking jokes and telling stories. When the moment seems right he asks, "Forgive my ignorance, I'm not as knowledgeable about masonry as you, but can you explain why you are making it smaller instead of larger?"

 

When he has a chance he climbs as high as he's able to take in the view.

 

 

 


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

 

Name
Climb
2; 5
explode(1d8,8,6);explode(1d6,6,6) [2]; [2,5]
Notice
3; 3
explode(1d4,4,6);explode(1d6,6,6) [3]; [3,3]
Link to comment
Share on other sites

19 hours ago, Sir Lazeabout said:

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

Coroebus attempts to both drive and schmooze and does decently, albeit unexceptionally, at both.

"You know, my fellow citizens and I met some of your colourful kind on the way here," he says cheerfully after a few laughs have been shared. "They invited us to a symposium of some sort, but of course we were in a hurry to reach our destination. Perhaps we should not have been so hasty. I keep wondering what matters of import might have been discussed there!"

"The symposium? We were there to discuss imposing a Prefect over Heracleia. Heracleia would have become the second city to have a serpent lord. In the end it was all vetoed by the Wives' Counc-. Oh, but that is a matter confidential to our Champion class. "

"Speaking of which. I would be willing to be your sponsor if you would wish to join us. You have the bearing and achievements to become a candidate. I can cite today's event with the lion as proof that the gods favour you. You would need to undergo an ordeal, specified by the Prefect himself. I cannot tell what this might be until he decides on the day. But you will, I think, survive it. And who knows, one day take the next step and become a serpent man like me. What say you?"

 

Link to comment
Share on other sites

Posted (edited)
14 hours ago, Ace Bronson said:

 

Zorus takes some time to ingratiate himself with the masons, cracking jokes and telling stories. When the moment seems right he asks, "Forgive my ignorance, I'm not as knowledgeable about masonry as you, but can you explain why you are making it smaller instead of larger?"

 

When he has a chance he climbs as high as he's able to take in the view.

"We are making it smaller, my large friend, because the city's trade is dwindling. The Prefect declares it his mission to revive the bay's fortunes, restore old trade links and such. But in fact things are getting worse and worse. This crumbling barn is cheaper to maintain if we shrink her to the size needed."

As the days pass, Zorus takes breaks to look out over the city. Buffeted by sea winds, he watches its trade and bustle. But there is nothing unusual to report to his comrades.

One day, the same mason approaches Zorus and asks him for help. The masons have been commissioned to build something especially expensive and wish to quarry fine stone from the east coast of Lade island, close to Miletus. They are afraid of pirates or such attacking while they work. They will pay him ten arrowheads for a day's protection.

OOC

So by elimination, Zorus has more or less come to the end of his leads. The mission offered here is a side adventure, though it may reveal something incidentally. If you'd prefer to wait for something else, make a further climb (athletics) and notice roll to indicate the outcomes for a few more weeks' work on the scaffolding. Both rolls are meant to cover days of climbing and looking, btw.

@Laird_Thorne You've come to the end of that particular lead, what with bringing the tunnel down :). You can go back to your original options or wait things out and see if anything else comes up (make a further VIG roll to indicate a few more weeks' heavy labour). Another option is to call in Zorus and/or Coroebus, but this will end their 'cover' if they seen entering the slum to pal up with a grey cloak.

 

 

Edited by desertfox (see edit history)
Link to comment
Share on other sites


image.jpeg.e8831a97289eb3453ae63c49866162b9.jpegZorus


 

Zorus perks up at the prospect of a change of scenery and possible heroics. He agrees to escort the quarry operation and gathers his belongings for the journey.

 

 

 


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

 

Link to comment
Share on other sites

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

Coroebus puffs up to the praise. Of course he has the bearing and achievements! It's nice to have someone acknowledge that. It'd be even nicer if it wasn't a barbaric snakeman, but when it comes to the stroking of his ego, Coreobus is supremely open-minded.

"I would of course be honoured to be considered," he says in a tone that he is under the sincere belief is a modest one. "Just set me on any trial - I shall prevail by the might of my thews and bronze-willed striving for excellence!"

Link to comment
Share on other sites

Posted (edited)
19 hours ago, Ace Bronson said:

Zorus

 

Zorus perks up at the prospect of a change of scenery and possible heroics. He agrees to escort the quarry operation and gathers his belongings for the journey.

 

 

The masons' round-hulled boat forges out from the harbor without any hindrance from the watch. The sun gleams on blue waters. Dolphins leap about the prow.

But vanish when the boat reaches the strait between Lado Island and the promontory south of Miletus. An orange-green shape gleams in the water astern, overtaking the slow vessel. A sea serpent! A long drakōn head rises from the waves and begins to snap among the masons and sailors.

 

Title

Roll a couple of notices. First notice is in case you see anything interesting seeing the city from sea level.

Second notice is to determine when you see the serpent. Fail--too slow to attack , success--allows one attack, success and shifts--2 attacks. The serpent is parry 8 (speed, cover) , toughness 9. Or TN 4 (+2 size, -2 cover) if you want to throw something in place of an attack.

 

 

Edited by desertfox (see edit history)
Link to comment
Share on other sites

Posted (edited)
12 hours ago, Sir Lazeabout said:

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

Coroebus puffs up to the praise. Of course he has the bearing and achievements! It's nice to have someone acknowledge that. It'd be even nicer if it wasn't a barbaric snakeman, but when it comes to the stroking of his ego, Coreobus is supremely open-minded.

"I would of course be honoured to be considered," he says in a tone that he is under the sincere belief is a modest one. "Just set me on any trial - I shall prevail by the might of my thews and bronze-willed striving for excellence!"

OOC

Favour to Coroebus for again taking the risky route.

Coroebus is taken into the Elysium of the Champion' Quarter. Here, opulent marble houses rest among pleasant gardens. Coroebus is given a chamber in the Lodge of Neophytes, a luxurious barracks shared by hopefuls awaiting the Prefect's Trial. Nourishing meals are cooked by respectful servants. Whenever the hopefuls go abroad in the district they are encouraged by Champions--both human and snakeman-- to endure the upcoming trial.

OOC

Make a couple of rolls--a notice and persuade perhaps-- to see how you get on with your new pals and what you notice about the City's élite. If you want to do some actual snooping, roll a (risky -2) stealth and notice. Obv say something about where you are going...

 

Edited by desertfox (see edit history)
Link to comment
Share on other sites

 


image.jpeg.e8831a97289eb3453ae63c49866162b9.jpegZorus


 

By the Gods!! A true beast worthy of the stories. Heedless of the danger, Zorus leaps to the prow, club in hand, hoping to land a felling blow upon the serpent's head as it passed. He shoves a sailor back from the edge, ostensibly to protect him from harm but more truly because he stood in the way of Zorus delivering a killing blow. Zorus roars with rage, tangling with the sailor cost him too much time and the serpent had slipped back below the waves by the time he was ready to swing. He prepares himself so that he was ready when it inevitably reemerges.

 


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
First Notice Roll
3; 4
explode(1d4,4,6);explode(1d6,6,6) [3]; [3,4]
Second Notice Roll
1; 3
explode(1d4,4,6);explode(1d6,6,6) [1]; [1,3]
Link to comment
Share on other sites

Pace 6, Parry 7 (1), Toughness 7 (1), Favour 1 2

Coroebus is on his best and most affable behaviour...

Name
Notice
3; 4
explode(1d4,4);explode(1d6,6) [3]; [3,4]
Persuasion
4; 1
explode(1d8,8);explode(1d6,6) [4]; [4,1]
Persuasion (Charismatic reroll)
1; 2
explode(1d8,8);explode(1d6,6) [1]; [1,2]
Link to comment
Share on other sites

Posted (edited)
On 3/18/2024 at 8:07 PM, Ace Bronson said:

 


Zorus

By the Gods!! A true beast worthy of the stories. Heedless of the danger, Zorus leaps to the prow, club in hand, hoping to land a felling blow upon the serpent's head as it passed. He shoves a sailor back from the edge, ostensibly to protect him from harm but more truly because he stood in the way of Zorus delivering a killing blow. Zorus roars with rage, tangling with the sailor cost him too much time and the serpent had slipped back below the waves by the time he was ready to swing. He prepares himself so that he was ready when it inevitably reemerges.

 

The monster's broad flukes sweep the deck as it passes, knocking a sailor from the prow. The wretched fellow bobs in the waves. Sensing prey, the drakōn turns.

 

OOC

Make a couple of rolls to rescue the sailor--one at +0 and one at -2.

e.g. chuck a line (-2 athletics for accurate throw) , haul him in (+0 STR).

Or swim out and grab him (athletics +0), bring him aboard (athletics -2).

Instead of these skills rolls to rescue, you might rather leave the wretch as bait and chuck a javelin (TN4, toughness 9) as the monster approaches.

 

 

Edited by desertfox (see edit history)
Link to comment
Share on other sites

Posted (edited)
9 hours ago, Sir Lazeabout said:

Pace 6, Parry 7 (1), Toughness 7 (1), Favour 1 2

Coroebus is on his best and most affable behaviour...

Many of the Lodge's living areas are columned, open spaces. It seems to have been designed to 'show' the men awaiting their trial. As the weeks pass, the young man cannot help but notice that elegant female forms, fully veiled, often pass the building unusually slowly.

One figure in particular, a tall lady in pale blue robes, seems to pay attention to Coroebus in particular. One day she passes and turns her head slightly in his direction.

" Meet me in yonder oak bower, " she somehow seems to speak in his head.

OOC

There's a mild (playful?) mind compulsion connected to the psychic invitation. Make an easy (+2) SPI roll to resist the invitation. If you succeed , decide anyway whether you accept her invo. Also make a Common Knowledge roll to see what you know about the women in this district.

 

 

 

Edited by desertfox (see edit history)
Link to comment
Share on other sites

×
×
  • Create New...